#arma3_editor

1 messages Β· Page 21 of 1

slow jewel
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i just hit the m key in the editer and the 2d comes up

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ofcouse thats vanilla arma 3 i use both 2d and 3d editer back and forth all day long

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iv used the 2d and 3d editer for as long as i can remember i don't think they ever removed it

plain gale
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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

slow jewel
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wounder why my 2d editer comes up when i just hit the M key while im in the editer

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or the little map icon up at top right also does it

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are you guys useing some other editer then what i have ?

small patrol
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That means you didn't read what R3vo said

turbid olive
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agreed, that's why I've made my own custom respawn screen

slow jewel
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oh i see ok @plain gale @small patrol

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but what's the word "No" there for i don't understand

small patrol
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That implies re-read what he said

slow jewel
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but what i said is true about the M key and the 2d and 3d, and he says 1st word is "No"

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i don't have anything against @plain gale i like him i was just woundering why the word No

runic cloud
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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

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they're completely different and if you did what r3vo said you'd see that

turbid olive
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2d editor, good times

plain gale
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Yeah, hitting preview 9999 times to get a soda can place on a table, or worse, using attach too for every item πŸ˜„

slow jewel
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oh ok i see thx you @runic cloud

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i was not aware of the differance in the 2d editer and the 2d map inside the 3d editor

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i guess that was easy to get corn fused

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for me any way

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sorry i was corn fused i didn't mean to cause any problum

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or an-a-moss-it-ty

lost oyster
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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

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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.

small patrol
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Likely because your Mod is doing something wrong

lost oyster
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I have 0 mods installed

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0 dlc

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base vanilla game on a fresh install

small patrol
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Okay, then tell more about it. It's not about A2 vs A3, you're just doing something wrong. Screenshots please

lost oyster
small patrol
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How you can be sure leader gives the command properly?

lost oyster
small patrol
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Try other examples. No passengers, just a car and a driver

lost oyster
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Could it be because I didn't use the driver that came with the vehicle?

small patrol
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No. That is not a case

lost oyster
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Worked fine with just a driver and car

small patrol
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What about driver and a leader?

lost oyster
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It only works if the leader is the driver.

small patrol
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Usually leader orders driver should simply work

lost oyster
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Yea. Not entirely sure why it isn't. I might try him starting out of the vehicle and then getting in

small patrol
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Who is the leader? You sure the leader is the same group with the driver?

lost oyster
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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.

small patrol
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What about similar situation but different vehicle, like Hunter?

lost oyster
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Will try that in a second. I tried having them start out of the vehicle and get in and that worked fine

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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.

small patrol
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Do you place an empty vehicle and drag n drop people in it?

lost oyster
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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.

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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.

small patrol
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I actually think you did something very particular thing wrong, I might test it after I'm back home (within 12 hours)

lost oyster
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Ah alright. Well at the very least I can make it work for now with the SL driving, appreciate the help.

small patrol
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If you can zip the mission and drop it here

tawdry mist
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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?

lost oyster
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Anyone got ideas? lol

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Seems to only bug when I have stance set to 'no change'

small patrol
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What did you do

lost oyster
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Was using a set mode object modifier to make it so a patrol switched from walking with safe behavior to running with aware behavior

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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.

lost oyster
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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?

small patrol
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It is very likely that the module is just bugged. Use setUnitPos manually

lost oyster
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Thank ya but I just realized I'm an idiot and could have got the same effect by changing their behavior on the waypoints.

teal finch
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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

small patrol
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Checking config is

small patrol
teal finch
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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

cyan hemlock
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how could you animate infantry along with movement, like how you can use keyframe animation to move objects?

oblique temple
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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 ?

frail fulcrum
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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.

plain gale
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Without mods. Copy and paste on origin and use the translation widget to only move the object along its axis.

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If you wanna use mods, there is a snapping mod. Unfortunately I don't recall its name.

frail fulcrum
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Ye im usin both methods just didnt know if there was another :P

kind prism
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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?

little bobcat
frail fulcrum
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Im trying to make a β€œcity” 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

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I have most of it finished (roadwise) but was wondering for future use

kind prism
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Is the snapping working on the curb pieces? I think I added them

slow jewel
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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);
buoyant drift
slow jewel
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yes agree thx m8

buoyant drift
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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)

slow jewel
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nice m8 thx @buoyant drift

slow jewel
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@buoyant drift but don't this apply to all the units in the group anyway

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{_x setBehaviour "AWARE"} forEach (units group);

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forEach (units group);

buoyant drift
slow jewel
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i see

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so all would need would be ?

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_x setBehaviourStroung "AWARE";

buoyant drift
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docs have a neat table (folded by default), silly that -

slow jewel
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ahh i see ok

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nice thx

buoyant drift
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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

slow jewel
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so all i really need is

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_grp setBehaviourStroung "AWARE";

buoyant drift
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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"

buoyant drift
slow jewel
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cuz i use the Ver _grp

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cool

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thats awsome

buoyant drift
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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

slow jewel
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copy that

buoyant drift
slow jewel
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thats really cool thx man

buoyant drift
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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

slow jewel
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roger that m8

buoyant drift
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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 πŸ™‚

slow jewel
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yes nice Awsome man thx you for the info my brother

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now i have to change all that in my 2000 missions lol

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he he

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i love it tho

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man thats way easyer to code thx m8 really cool @buoyant drift

light briar
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When you start a server from the editor, where is located the .rpt log file please?

buoyant drift
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enter %localappdata% in explorer -> Arma 3 should be in there

light briar
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found

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yes, thx

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In the editor, Main menu Scenario > Open Log folder

pulsar thicket
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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

glad galleon
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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.

small patrol
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Fired EH to detect the projectile and assign Penetrated and/or Deflected EH to detect projectile's hit, and delete the projectile upon it

glad galleon
small patrol
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player addEventHandler ["Fired",{
  _this#6 addEventHandler ["Penetrated",{
    deleteVehicle (_this#0);
  }]
}];```Not even tested
glad galleon
small patrol
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Maybe

glad galleon
small patrol
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How this didn't work

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What did you do

glad galleon
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it put it into the init.sqf and the init of the player, then shot at the wall thingy, and it goes through

small patrol
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It seems it considers some penetration before it gets deleted

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player addEventHandler ["Fired",{ 
  _this#6 addEventHandler ["HitPart",{
    (_this#0) setVelocity [0,0,0]; 
  }] 
}];```Workaround
glad galleon
glad galleon
small patrol
glad galleon
slow jewel
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hello all: i'm wondering would this allowDamage false: work on such a thing like a shoothouse wall

slow jewel
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oh cool thx Lou

gritty needle
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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

slow jewel
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Some functions may not continue running properly after loading a saved game

gritty needle
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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

slow jewel
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ut oh

gritty needle
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Verify the integrity of game files? Cause I tried that too

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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

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It just won't load my profile and even worse, won't load the things I spent hundreds of hours making

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And I didn't have any new mods or weird things installed from the last time it worked and when it started bugging out

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I'm at a complete loss ngl

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What's really tripping me out is that I can't even make a new profile without it bugging out

slow jewel
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after you did the reinstall did the game work at all on the default profile

gritty needle
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I mean the game works, I can play it and stuff it just refuses to recognize any saved data

slow jewel
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hmmm thats a strange one

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there must be some file thats effecting the game that remains on your pc if the same issue is happening

gritty needle
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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

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And nothing was installed or changed during that gap

slow jewel
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did you have a look at the RPT file after this all happend

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C:\Users\your name\AppData\Local\Arma 3

lethal pulsar
# pulsar thicket Hello. I have a problem with extdb3 mod Im using de extdb3 addon to connect w...

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

slow jewel
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another reason not to use ChatGPT, like i said before (the Guys in Discord are My ChatGPT) or should i say ChatGODs lol woohoo

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@gritty needle let us know if you find out anything ok m8 from the RPT file or what not

gritty needle
slow jewel
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ok my brother

gritty needle
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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

slow jewel
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nice so you fixed it ?

gritty needle
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Well I told windows to knock that off so now I'm tryna boot up Arma 3 and see if it worked

slow jewel
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cool i hope it all works great now

gritty needle
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same lol

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thanks for the help!

slow jewel
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you bet my brother

gritty needle
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Ladies and gentlemen, it finally works lmaooo oh my god I was losing my mind! I was so confused!

slow jewel
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cool man Awsome

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im really happy for you m8

daring pecan
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What is the best way to make a mission persistent? I want to be able to save and load a locally hosted mission.

slow jewel
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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

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i also Host missions so i disable Saving

obtuse bronze
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Hello all, I am wondering how can I hidden the military objects name and 3D boundary in the Editor. Can you help me plz?

small patrol
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What is that? Do you have a pic?

teal finch
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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 πŸ˜…

small patrol
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A house is already as optimized as a Simple Object

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Also just turn it on will not really improve anything magically

turbid olive
teal finch
teal finch
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Awesome! Thanks!

wraith spear
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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?

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and i do have "Save Loadout" in the multiplayer settings turned off

wraith spear
wraith spear
buoyant drift
# wraith spear how do you stop loadouts from being saved when respawning? i'm making a zeus op ...

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

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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

wraith spear
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didn't realize "save loadout" button in multiplayer settings restores the ORIGINAL loadout they start with

buoyant drift
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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 πŸ™‚

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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

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^ 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)

sullen sail
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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)

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i kept googling and i cant find people saying how to place it so im assuming

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im just stupid

small patrol
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Right tab (Assets Browser), yellow icon

sullen sail
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what tab do i go into this is

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a lot

small patrol
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F1

sullen sail
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OMG TY

plain gale
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Also there are built in tutorials helping you switch from 2d to 3d editor.

cerulean parrot
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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 misc_chma_pepe_heart

cerulean parrot
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(also, pls @ me with any replies, tyvm)

plain gale
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!rpt

formal muralBOT
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Arma 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.

cerulean parrot
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I've tried toggling a bunch of mods on and off, didn't see much success there

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I'll try to get my resident gremlin to look at my rpt

cerulean parrot
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Found the issue πŸ‘

mighty pewter
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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?

mighty pewter
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I want to kiss you

buoyant drift
teal finch
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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.. 😎).
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

slow jewel
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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

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and i think if its the default voice from the default game of the enemy, then yes he would hear enemy voices

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clients dont need to have DLC but they wont be able to fly stuff from the DLC but they can ride in it

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and they may see a water mark here and there

plain gale
slow jewel
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yeah what he said lol

plain gale
slow jewel
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wow thats awsome m8 @plain gale

slow stone
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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

slow stone
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Basically when inside a vehicle, the unit wears the goggles but they do not appear on their character model

lone zephyr
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anyone know how to have a drone switch faction in the editor ?

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for example I have a drone that independent specific but I want it to be blue

buoyant drift
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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.

lone zephyr
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Wait nvm I see how

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thank you so much

buoyant drift
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^ 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 jewel
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@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

sullen sail
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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??

slow jewel
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@sullen sail ```sqf
EAST setFriend [civilian, 0];
EAST setFriend [West, 0];

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them lines would go in the initServer.sqf

slow stone
slow jewel
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i can see the goggles on my player while he or she or me is in the sub

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its hard to see tho,, i use the spectating mode to see this

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you know its hard to see your own eyes, cuz your face is facing away from you all the time

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removeGoggles player;

player addGoggles "G_B_Diving";
teal finch
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I got a new funny issue 😢
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?

eternal anvil
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does anyone know somebody that does map commisions for arma 3

lethal pulsar
eternal anvil
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wouldn't fully classify it as a commercial usage

lethal pulsar
# eternal anvil not talking about commercial, just saying paying somebody to literally make a ma...

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)

eternal anvil
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and its not even like a thing anyone profits of lol

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its simply cuz idk how to dev

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and it would be nice to have some 1:1 map i'd need

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i got a 1:1 map of the place i need on roblox, just arma is way harder when it comes to building

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cuz its 15 year old game tech

lethal pulsar
eternal anvil
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took me a month just to get exterior of the map i wanted done on roblox

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and it was like not super detailed

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something of this detail

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how much do u think realistically

lethal pulsar
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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

slow jewel
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@teal finch did you get the LoadOut fixed ?

teal finch
slow jewel
#

ok cool

#

let me know if you have any trouble and ill help you if i may

frail fulcrum
#

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.

teal finch
#

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....

slow jewel
#

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

buoyant drift
# teal finch For now I have the ability to call in reinforcements but they are dying like in ...

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)

slow jewel
#

yes agree

#

and ofcorse we have loadouts to consider also

buoyant drift
#

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 πŸ˜‰

slow jewel
#

yes agree

#

i use entityKilled and entityRespawned EH-lers

buoyant drift
#

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 ^) πŸ™‚

buoyant drift
#

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

undone karma
#

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?

slow jewel
#

@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, ""};
    };
};
undone karma
#

I did that. My sound is called "aeropuerto"

undone karma
slow jewel
#

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

slow jewel
#

@undone karma let me know how you get on, ok m8

teal finch
undone karma
# slow jewel -2 or +2 or +5 or whatever

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.

slow jewel
#

@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

dim kindle
#

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

exotic niche
#

help

prisma oyster
#

no

prisma oyster
dim kindle
#

is there a way to add a flag on a ai shoulder in editor

#

i seen someone else do it w no mods

lethal pulsar
dim kindle
lethal pulsar
#

Oh, do you mean the flag patch on the shoulder of the uniform?

dim kindle
#

i wanna add a russian flag on the ai

#

on the side

lethal pulsar
#

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)

dim kindle
prisma oyster
#

you can define a custom insignia

dim kindle
#

like public zeus

lethal pulsar
#

Maybe?
Though you'd need to include the image file somehow

dim kindle
#

i got no clue

#

what about adding a object to a vehicle

lethal pulsar
#

attachTo should work
I remember using it to add .50bmg turrets to trucks sometimes

dim kindle
#

i tried that it wouldnt show

lethal pulsar
#

blobdoggoshruggoogly
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

prisma oyster
#

aka you cannot create a custom insignia and use it everywhere

dim kindle
prisma oyster
harsh monolith
#

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.

fallow schooner
#

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?

slow jewel
#

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

fallow schooner
fallow schooner
slow jewel
#

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 ?

fallow schooner
#

the eden editor just has an aresenal option for soldiers

#

im using that

slow jewel
#

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

fallow schooner
#

no

slow jewel
#

if you want the soldiers to start with a kind of loadout you want you must do some more steps

fallow schooner
#

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

slow jewel
#

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

fallow schooner
#

then why is that even an option?

slow jewel
#

so you can test stuff

fallow schooner
#

test what

#

the look of an outfit

slow jewel
#

test weapons and stuff

fallow schooner
#

it doesnt let me do that

#

its not there when I start the scenario

slow jewel
#

what you must be kidding me

fallow schooner
#

i dont we are understanding each other

slow jewel
#

the Aresenal does not save stuff on the soldiers,

fallow schooner
#

im not talking about the regular aresenal

slow jewel
#

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

fallow schooner
#

thats not what im doing....

slow jewel
#

you mean thats not what you want to happen

fallow schooner
#

no i mean thats not what ive been doing

slow jewel
#

so what do you want to happen

fallow schooner
#

what

slow jewel
#

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

fallow schooner
#

how is this supposed to allow me to test weapons?

slow jewel
#

oh Ace you should of told me you were using Ace

fallow schooner
#

guh

slow jewel
#

lol sorry m8 i don't do Ace

fallow schooner
#

so u cant help

slow jewel
#

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

fallow schooner
#

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?

slow jewel
#

how do you respawn them

fallow schooner
#

like isntead of them joining the mission and them being alive

#

they have to respawn

#

at mission start

slow jewel
#

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;
};
fallow schooner
#

do i have to edit a text file for this or is there a way to do it in the editor

slow jewel
#

yes you do i have to edit the Description.ext file

fallow schooner
#

Nvm I figured it out

slow jewel
#

good shooo omg lol

#

so what did u do to fix it

fallow schooner
#

spawned in like this

slow jewel
#

nice

#

good job m8

fallow schooner
#

I turned off select respawn position and turned on save loadout

#

now lets see what happens when i respawn

slow jewel
#

ahh ok i see now i know 1 thing about Ace lol

fallow schooner
#

idk if this is ace or eden enhanced

slow jewel
#

its both

fallow schooner
#

It works when I respawn

#

omg

#

yay

slow jewel
#

nice Awsome m8

#

2 minds are better then 1 woohoo

fallow schooner
#

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

slow jewel
#

wow cool im glad you got it fixed m8

#

i hope i helped in some small way

fallow schooner
#

you helped my brain think a litle better lols

slow jewel
#

cool Awsome

#

im not the best but i try

dim kindle
#

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

small patrol
#

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

small patrol
#

At this point I need to ask do you really know how to script anyways to answer anything

dim kindle
#

i only wanna add cosmetic things to vanilla units for publiz zeus

small patrol
#

Then no, that's not something I can help

dim kindle
#

ok

#

figured it out anyways

dim kindle
#

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 😦

indigo socket
#

wondering if i can disable the AI automatically instead of doing by hand

#

cant find the option when in the eden editor

lethal pulsar
# indigo socket

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

indigo socket
lethal pulsar
#

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

fallow schooner
#

It should be under multiplayer or smth

rare prism
#

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

buoyant drift
#

@indigo socket just uncheck that

prime heart
#

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

zenith cairn
#

Hi, does anyone know why I used to get the logos of the mod factions and now I only get the names?

prime heart
plain gale
zenith cairn
zenith cairn
plain gale
#

No clue.

prime heart
crude atlas
#

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

keen bramble
#

Can i make a plane crash, like give it order to crash on that spot? I want to record the crash

rough canyon
#

But if not idk

lime palm
#

hello is there any1 that can send me a composition or a mission where a bunker komplex is in?
would be really helpfull

velvet compass
#

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

turbid olive
keen jolt
#

anyway first try with just a move waypoint. if it doesn't move with that then the problem is not the skip waypoint

tough rune
#

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?

velvet compass
woven grove
#

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.

woven hinge
slow jewel
#

@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

jade sundial
#

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

young anvil
#

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.

young anvil
#

Error Undefined variable in expression: _sectorslisted

#

Every 1 out 20 attempts to start a mission - everything initilzies just fine.

kind tusk
#

Behold my Hive City

plain gale
analog snow
#

Is there a way to disable 3rd person for a mission?

prisma oyster
analog snow
#

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.

prisma oyster
wheat tinsel
#

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?

plain gale
#

Use the create task module.

final hill
# wheat tinsel Hi, can someone help me with how to make mission objectives appear on the map in...

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 ...

β–Ά Play video
pulsar agate
#

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 πŸ™πŸΌ

plain gale
#

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]};
}];
slow jewel
#

oh i see now

pulsar agate
#

I assume im only able to post that code into the editor right?

plain gale
#

Debug console works too. If you in a mission.

pulsar agate
#

Ahhh okay Will try it after work, Thank you

kind prism
#

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.

pulsar agate
pulsar agate
#

rip

plain gale
#

Then use Zeus Enhanced

pulsar agate
#

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

plain gale
#

but zeus enhanced has an code excec module, doesn't it?

pulsar agate
#

it does?

plain gale
#

I think so. Maybe also only for admins though

turbid olive
#

yes it does

pulsar agate
#

Ait i tried it but nothing seems to happen

jaunty lily
#

anyone know what these purple icons are in Eden? i tried looking it up and couldn't find anything about it

plain gale
jaunty lily
#

thanks ^^

keen bramble
#

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?

fossil urchin
#

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

keen bramble
fossil urchin
#

Yep
It should play forever if you deselect repeatable from trigger attributes, have you tried that?

keen bramble
#

Yes, i tried it

#

But didnt work

fossil urchin
# keen bramble Yes, i tried it

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.

keen bramble
#

Oh, youre right, i am blind πŸ˜„

limber spire
#

Hey guys. I need a bodycam mod, but I do not know which one to choose. Please help me.

astral egret
#

Idk if this is the right spot but this is an extremely frustrating problem, I can’t load the Eden editor for some reason. Mods, no mods, it always crashes and freezes. Google hasn’t been much help. Anyone know anything about this?

winged raftBOT
#

Already verified, I ensured that the roles are there as well.

fossil urchin
#

!steamverify

formal muralBOT
#

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.

fossil urchin
worn iron
#

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?

kind prism
slow stone
#

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?

plain gale
#

There is an mod for eden that adds effects without dependencies.

dim kindle
#

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.

stiff pawn
dim kindle
#

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

teal finch
#

all civilians that I place in Eden has a balaclava... haha, what is making that?

small patrol
#

A Mod

dim kindle
#

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.

dim kindle
#

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.

scenic matrix
#

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.

plain gale
#

Try to disable the collision

small patrol
#

It happens regardless if it has a collision. It is an issue that won't be adressed

kind prism
#

Attach it lower like a sling load

strange ginkgo
#

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

kind prism
serene lake
#

Does anybody know how to make an arsenal with only whitelisted items?

slow jewel
#

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];
turbid olive
#

this is so arma 2

serene lake
slow jewel
#

@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

serene lake
slow jewel
#

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

dim kindle
#

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

brisk sigil
#

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

small patrol
#

I would setDamage them in Condition, not On Activation

dim kindle
#

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?

paper yarrow
dim kindle
#

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

dim kindle
#

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

dim kindle
#

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

wanton storm
#

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.

slow jewel
#

maybe they have them hidden for some reason

#

look in the mission to see if there some kinda hide stuff going on

wanton storm
#

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

slow jewel
#

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

wanton storm
#

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

slow jewel
#

hmmmm interesting

prisma oyster
#

hidden layers?

slow jewel
#

ahhh yeah

prisma oyster
#

@wanton storm ↑

slow jewel
#

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

prisma oyster
slow jewel
#

lol ok lol

wanton storm
slow jewel
#

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

wanton storm
slow jewel
#

nice let us know how you make out

wanton storm
#

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.

slow jewel
#

hmmm

#

so its fixed now yes ?

wanton storm
#

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.

slow jewel
#

oh i see or O I C

slow stone
#

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

round inlet
#

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

round inlet
opaque token
#

Gah

#

I'm so fucking annoyed at this shit

round inlet
#

anyone on that knows this?

small patrol
#

What are you trying to find?

#

Is that top left of Eden and Find Scenario Folder (or whatever its called)?

round inlet
dim kindle
#

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

slow jewel
#

@round inlet did you find your missions folder

round inlet
#

yes I did πŸ™‚

slow jewel
#

ok cool

dim kindle
#

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

slow jewel
#

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

quaint sorrel
#

Anyone modding for eden? Is the RegisteredToWorld3DEN EH working for anyone?

dim kindle
#

Oh boy... ty for the info I may just try custom loadouts

turbid olive
dim kindle
#

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.

hallow mural
#

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.

teal finch
#

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 πŸ˜„

prisma oyster
#

the alternative syntax allows you to set specific skills

lethal pulsar
buoyant bear
#

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.

turbid olive
#

I suggest you learn how to spawn things, using commands like createVehicle

buoyant bear
turbid olive
buoyant bear
#

yea

#

in zeus

#

not in trigger in editor

turbid olive
#

this is a function that you can call it, you don't need zeus at all

buoyant bear
#

call BIS_fnc_curatorObjectEdited ?

turbid olive
#

[objNull, myAmmoBoxName] call BIS_fnc_curatorObjectEdited;

buoyant bear
#

Gonna try it in sec

turbid olive
# buoyant bear 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

buoyant bear
#

no smokes, its too many crates, Lets do one as example X 4157 Y 3018 Z 170
LIB_BasicAmmunitionBox_US

turbid olive
#

ok

buoyant bear
#

but the ammo box is customized

#

like the stuff in it

turbid olive
#

@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;
buoyant bear
#

where do I execute this

#

and how totrigger?

turbid olive
#

if the position coords are correct, it should spawns where you want to spawn

buoyant bear
#

uhm

turbid olive
buoyant bear
#

It immidietely spawned on the ground

turbid olive
buoyant bear
#

Works

#

nice

opaque token
#

I am .

#

That's why i pissde

#

My custom attributes are not saving

#

annoying as shit

slow jewel
#

wow, in vinilla Arma 3 its way easy to do Ammo box drop, holy molly

quaint sorrel
#

Yeah... there are some problems with that 😦

#

That too πŸ˜„

#

But I'm still impressed tough. If they iron out these problems, It will be frickin' awesome.

lyric summit
#

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

lyric summit
#

with mods @fossil urchin

fossil urchin
lyric summit
#

alright

pearl sigil
#

What problems are there currently? I haven't used it for more than an hour. I"m curious to know.

lyric summit
#

it seems to work fine without mods, now i just gotta find out which mod is causing the trouble

rough canyon
lyric summit
#

yeah

#

will do tomorrow, thanks!

queen vapor
#

sometimes the sqm corrupts, fine detailed placement somtimes bork, custom attributes need a workaround to work

quaint sorrel
#

RegisteredToWorld3DEN eventhandler not working (at least for me, please someone confirm it)

#

I bravely put these issues on the feedback tracker tough πŸ˜ƒ

#

I really want to see the perfect 3DEN editor for release. πŸ˜ƒ

eternal lava
#

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

final hill
golden relic
#

how to make my group of bluforc helis with their pilots move when trigger activate by oppr?

lavish robin
void fractal
#

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?

kind prism
#

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.

slow jewel
#

@golden relic you just said what to do m8,

void fractal
#

Thanks, Ill try those

rough nimbus
#

Hi

#

Hello

final hill
#

hi there

bitter halo
#

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

bitter halo
dawn lotus
#

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.

https://www.youtube.com/watch?v=8CLBeuNuNiQ

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;
...

β–Ά Play video
remote scroll
#

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.

marsh jolt
#

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!

turbid olive
marsh jolt
#

ok thanks I figured it out

buoyant bear
#

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)

final hill
buoyant bear
#

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) meowsweats πŸ˜‚

turbid olive
#

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

buoyant bear
#

Will check it out after i get home, ty for now

plain gale
#

Quotes

#

around the class

turbid olive
#

and also missing string around the classname like r3vo said

#

this addMagazineCargoGlobal ["tbd_mortars_105mm_tube", 1000]

buoyant bear
#

oh yeah forgot the "

#

and this

#

@turbid olive @plain gale heroes, thanks guys

turbid olive
buoyant bear
#

hm? The op yeah its bastogne siege, will dm you details if you curious

#

p.s. no clue what sv is

turbid olive
buoyant bear
#

server is sv? what is sv

#

πŸ˜„

turbid olive
buoyant bear
turbid olive
# buoyant bear 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

buoyant bear
#

i though it only runs for object that is based on server

#

it aint local object

turbid olive
#
if (!isServer) exitWith {};
this addMagazineCargoGlobal ["tbd_mortars_105mm_tube", 1000]
buoyant bear
#

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

#

πŸ˜„

turbid olive
#

it should be server only

buoyant bear
#

yes

turbid olive
buoyant bear
#

signed off as βœ… it is form of speech

turbid olive
buoyant bear
#

bruh i aint native either, maybe i dont understand it fully xD

void fractal
#

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

teal finch
#

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?

light briar
#

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.

turbid olive
young anvil
#

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.

keen jolt
#

do they appear in your squad units list at the bottom?

young anvil
#

AI units? yes they do, and all other commands work just fine

#

commands under keys 1,2,3,4 and 9

keen jolt
young anvil
#

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.

keen jolt
#

idk it makes no sense for it to stop working in just one mission blobdoggoshruggoogly

young anvil
#

well thank you anyways...i'll try loading a mission with a few more people

young anvil
keen jolt
#

I figured maybe it's due to an update. or a mod
but it should've affected all missions in my opinion

slow root
#

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)?

prisma oyster
slow root
# prisma oyster polygons are not the only criterion, but the general advice is don't optimise un...

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 πŸ˜„

prisma oyster
#

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

slow root
#

problem is it's just one OF courtyards πŸ˜„ our mission is at 3500 props currently

#

Yeah whenever possible we turn off simulation/turn on simple object/make them local

prisma oyster
#

good call
and to convince him:

  • measure FPS in the mission
  • delete decorations/props
  • measure FPS in the mission again
  • ????
  • profit
slow root
#

mission in question πŸ˜„

slow root
prisma oyster
#

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)

gritty plover
#

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

ashen marsh
#

how do I spawn in the amphibious landing ship and stuff I have the dlc
Find them in asset browser.

small patrol
#

If you mean Reforger's Game Master, it is called Zeus in Arma 3

gritty plover
small patrol
#

No

gritty plover
#

How do I place a squad in vehicle and also how do I get a squad to get out of the boat?

gritty plover
#

Also why can’t I just switch players in my editor why does the game end as soon as the player I’m controlling dies

turbid olive
slow jewel
#

yu'll be Really happy to know @gritty plover you can switch to Ai in your group i think

#

Team Switch in singleplayer

dim kindle
#

i’m thinking of making a campaign based on a third takistan civil war

slow jewel
#

sounds good

dim kindle
#

but idk how to make levels lol

slow jewel
#

you dont need levels to do it

dim kindle
#

what do you mean

slow jewel
#

i mean you dont need levels to make it'

dim kindle
#

i don’t need levels to make a campaign

#

?

slow jewel
#

no not really

#

do you mean like hidden levels

dim kindle
#

what

#

i meant scenarios i need to make those

slow jewel
#

yes you need to make scenarios yes

dim kindle
#

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

turbid olive
gritty plover
#

I’ve got my boats to the beach but the troops won’t dismount to fight

gritty plover
#

Also it’s super annoying when my boats finally get to shore the one I’m in blows up and I can’t chose another npc to take control is there a mod that lets me choose another one

turbid olive
gritty plover
#

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 don’t get out

ashen marsh
gritty plover
#

Oh so if I place a get out it will act as a move waypoint as well?

ashen marsh
#

It looks like so.

gritty plover
#

Ok thank you so much

drifting basalt
#

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?

kind prism
#

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?

median knot
#

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?

wispy adder
#

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

gritty plover
#

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

turbid olive
rough canyon
#

I believe

deep crown
#

a on going war

low cedar
#

editor is more fun than playing the game change my mind

gritty plover
#

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

gritty plover
#

I can’t get my lcc to move I’ve placed every waypoint I can think of

dim kindle
#

I sent vids to my buddy about the sahara creator dlc lol

timid spindle
#

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') ?

turbid olive
opaque token
#

its likely they havent staged all the work yet

tulip vine
coarse thistle
#

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.

plain gale
#

@coarse thistle It's a mod.

coarse thistle
carmine pollen
#

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

median knot
#

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

surreal belfry
dim kindle
#

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

cerulean arch
#

how can I make ai use a dead man switch?

fresh oracle
cerulean arch
fresh oracle
nimble seal
#

I set a respawn for blufor and virtual zeus is stuck in a flashing respawn screen

dim kindle
#

That sounds hectic. Can't say I've experienced that but have you checked the respawn time or method?

little bobcat
stray garnet
#

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

paper yarrow
kind prism
#

It's 3den Enhanced minimap. Change it in Settings.

stray garnet
#

Thanks

vital falcon
#

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

bitter halo
#

anyone know any north african desert type maps for a ww2 mission im making other than the ifa3 stuff???

vital falcon
sharp solar
#

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.

gritty plover
#

How do I get the lcc to move and unload the vehicles I’ve tried every way I could and it just won’t move also in multiplayer is it possible to choose ai that I respawn as if my character dies

gritty plover
#

Thank you

#

This talks about how to get ai to do it right?

tiny lake
#

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?

limber ravine
#

I just now found out that if you perform the salute action then the AI ​​10 meters away also perform this animation...

#

Vr apc πŸ˜„

ashen inlet
#

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

turbid olive
#

bad mod model?

ashen inlet
#

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 πŸ˜„

turbid olive
ashen inlet
#

checked it with a friend still no dice i may have to make tge model

glossy viper
turbid olive
# glossy viper https://youtube.com/shorts/9PK7pwIriyU?si=yYYP6E7vz88uFYpQ can anyone tell me ho...

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

https://pastebin.com/NZxqtDyC

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...

β–Ά Play video
serene lake
#

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?

small patrol
#

Use Grass Cutter object

serene lake
#

thanks, this is proof I need to go to sleep that I didn't try searching "grass"

serene lake
small patrol
#

It's not a module

serene lake
#

What is it

small patrol
#

Object

serene lake
#

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?

signal cargo
#

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!

plain gale
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Did you try to disable the simulation?

signal cargo
slow jewel
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@signal cargo you said for display only,

turbid olive
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the other version of this command has local effect only

serene lake
turbid olive
serene lake
signal cargo
slender nova
dim kindle
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New creation in the works

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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

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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.

worn fossil
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Anyone around to give me a hand tracking down and fixing some stuttering issues in a mission file I have?

willow kayak
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looking for the whiteboard template psd, does anyone still have it?

proper urchin
worn fossil
slow jewel
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you mean you should not have to many Ai

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only spawn Ai in as needed then you will be Golden

dense bone
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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

turbid olive
opal edge
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Is it possible to have a trigger that doesn't check its condition on an interval and instead needs to be activated manually?

ashen marsh
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No. But you can use a global var, and check it's value in trigger condition.

turbid olive
opal edge
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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

azure sun
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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.

dense bone
turbid olive
dense bone
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no,

turbid olive
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so start with that, because there are multiple ways of doing what you want to do by scripting it

dense bone
turbid olive
dense bone
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emoji_19 thanks

buoyant bear
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Anyone know a good USA west coast map / Or Japan that is at least 10x10km?

dim kindle
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That was shorter than i thought it would be..

velvet atlas
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should "unit capture" be used in large missions. like missions with 40-60 people

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ive been warned that it could be quite a laggy thing to use

pulsar agate
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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?

worn fossil
pulsar agate
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Is it a setting in the mission file?

turbid olive
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"see" like you cannot select them?

pulsar agate
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the big red/blue/green/purple dot

turbid olive
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so you have two zeus right?

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or more

pulsar agate
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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

turbid olive
pulsar agate
turbid olive
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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

south scroll
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is there a lenght limit for sounds when using this script (this say3D ["Track02",5,1];) ?

ashen marsh
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BIKI doesn't say anything about this.

south scroll
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I keep getting the Error Track02 not found but it is 100% in the mission folder together with Track01 wich is working

paper yarrow
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Yeah it be like that sometimes classic

slow stone
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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

plain gale
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You can only create them if they have a class and afaik most vegetation objects don't have one

slow stone
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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?

plain gale
slow stone
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Awesome, that works, thanks for your help

rotund stump
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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.)

dawn lotus
slow stone
rotund stump
drowsy isle
summer anvil
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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

sharp lily
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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 πŸ™

sharp lily
summer anvil