#arma3_editor
1 messages · Page 22 of 1
yes
Could it be caused by a remoteExec without a specified target? I think this script might be the issue, but I still have some doubts. Should I ask about this in the scripting channel?
this addAction ["Use Ritual Key", {
params ["_target", "_caller"];
_target hideObjectGlobal true;
deleteVehicle _target;
_caller sideChat "Something has been released...";
[] remoteExec {
_boss = group player createUnit ["WBK_SpecialZombie_Smacher_Hellbeast_3", getPos spawn_jefe, [], 0, "NONE"];
_boss setPosATL (getPosATL spawn_jefe);
_boss allowDamage true;
_boss setVariable ["bossMaxHealth", 1000, true];
_boss setVariable ["bossCurrentHealth", 1000, true];
_boss setName "THE CHOSEN ONE";
titleText ["Something dark has been summoned...", "PLAIN", 3];
[] spawn {
for "_i" from 1 to 40 do {
sleep 0.04;
addCamShake [12, 1.5, 40];
};
};
[] spawn {
waitUntil { !isNull _boss };
while { alive _boss } do {
_hp = _boss getVariable ["bossCurrentHealth", 1000];
_max = _boss getVariable ["bossMaxHealth", 1000];
_percent = _hp / _max;
_bar = "";
for "_i" from 1 to 20 do {
_bar = _bar + ( if (_i < (_percent * 20)) then { "█" } else { "░" } );
};
titleText [_bar, "PLAIN DOWN", 0.1];
sleep 0.3;
};
titleText ["", "PLAIN"];
};
_boss addEventHandler ["HandleDamage", {
params ["_unit", "_selection", "_damage", "_source"];
private _currentHP = _unit getVariable ["bossCurrentHealth", 1000];
_newHP = _currentHP - (_damage * 1000);
_unit setVariable ["bossCurrentHealth", _newHP max 0, true];
if (_newHP <= 0) then { _unit setDamage 1 };
0
}];
};
}];
complex... but you can try these commands with some cooldown. My idea is:
When the enemy hits your vehicle (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Hit) or the player's group detect an enemy (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EnemyDetected), it will activate the script (a loop) that will check cameraView (https://community.bistudio.com/wiki/cameraView) of the player , if not "INTERNAL" then switchCamera (https://community.bistudio.com/wiki/switchCamera) to "INTERNAL" or "GUNNER".
You will need to delete the event handler as soon as the enemy hit the player's vehicle, to avoid calling it multiple times. The cooldown here (can be a longer or a shorter one) is to call the event handler again, and end the loop before it.
Idk if this will actually work
actually, I think this EH can replace the whole loop idea after hit or enemyDetected
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#OpticsSwitch
how did i miss all that up there lol
Its ok to use just a trigger while entering combat zone, anyway.. is that exactly what should work on vehicles ?
if (cameraOn == _vehicle && cameraView == "External") then { _vehicle switchCamera "Internal"; };
For now, its not working at all :\ Execution of this itself, while im on 3rd person as bmp2 gunner. Doesn't do anything sadly 😦
are sure about the locality? where are you calling this from?
well it's easier if it's a trigger, but you said "gets in contact" lol
Local exec, from console in editor. "SwitchCamera" itself works well. Interesting.
I know, my fault, in the end its ok we trigger this just based on location (lets say on "contact line").** When players enters contact zone -> tanks, btr and bmp2 crew needs to be blocked, otherwise 3rd person can be pretty much spoiled.** That's better explanation of situation.
There is a glitch with ACE "view restriction" module, where I can use "acex_viewrestriction_modeSelectiveLand = 1;" command to block them locally, but that can be quite risky move on dedicated with 50+ players I guess 😅 I'm not sure about its behaviour, it could be ok thou.
well, try that, you just have to work on the trigger condition field, let the server handle the trigger and remoteExec a function with those scripts using thisList, or you can just leave it local and go crazy with "player in thisList" lol
this is something that I've never tried so, not sure
Try this:
- Trigger condition (should be repeatable):
player inArea thisTrigger
- On activation:
localNamespace setVariable ["isInDangerZone", true];
_vehicle = objectParent player;
if (!(isNull _vehicle) and { cameraOn == _vehicle } and { cameraView == "EXTERNAL" }) then {
_vehicle switchCamera "INTERNAL";
};
- On deactivation:
localNamespace setVariable ["isInDangerZone", false];
Somewhere on client side:
_vehicle addEventHandler [
"OpticsSwitch",
{
params ["_unit"];
if (_unit != player) exitWith { };
_isInDangerZone = localNamespace getVariable ["isInDangerZone", false];
if (_isInDangerZone and { cameraView == "EXTERNAL" }) then {
(objectParent _unit) switchCamera "INTERNAL";
};
}
];
im trying to make a helicopter pickup scene but it just doesnt work, im trying to do it with waypoints,
i have my ai squad that has a guard near the landing zone so they'll wait till the heli lands and then they have a get in waypoint aswell onto the helicopter, and the my helictoper has a land and a load waypoint and i synced the get in waypoint to the load waypoint but the ai squad just doesnt get into the helicopter... anyone knows why?
never thought of using localNamespace in a trigger, noice
Why not? You can use any namespace.
Because of the name "local", I only knows that it has the same lifetime as missionNamespace
More important thing is that local namespace vars are protected from being overwritten by value broadcasting over network.
makes sense
Not sure about syncing, but I would add in the helicopter "Land" waypoint "On activation" field a code to add "Get In" waypoint to the group.
I swear to god there was a way to sync multiple things without having to right click on the origin and "sync to" every time
Or am I wrong
scripting, or selecting all the entities you want to sync > right click > sync to
i see, thank you
is there a way to have a repeatable trigger but not having to go out of it and then back in?
(for example: a sound plays from the trigger but loops instead of just playing once) ?
- On act.:
_scriptHandle = [] spawn {
while { true } do {
// play sound
};
};
thisTrigger setVariable ["playSoundScriptHandle", _scriptHandle];
- On deact.:
_scriptHandle = thisTrigger getVariable ["playSoundScriptHandle", scriptNull];
terminate _scriptHandle;
thisTrigger setVariable ["playSoundScriptHandle", nil];
this is for a costum sound you put ingame no? and not from the sound options in the trigger itself?
(sorry btw im very new to this)
The first.
Unfortunately such cannot be really blocked easily
Hello have problem with extract PBO i don't know make.
Does anyone knows what is the CBA_O_InvisibleTargetAir for? Is in the CBA mod
It's an invisible opfor target
For getting AI to shoot at the right stuff
There should be man and vehicle in blufor and independent as well
There's a little bit more about it in #arma3_scripting message right now, next few messages down from here
@lethal pulsar Thank you
I love Arma.. when are players in TURN OUT state, looking from hatches, "switch camera" doesn't work, it will bug the shit out of them .. 😂 So, if there is no "turn in" command, forcing players to get back into tank, my work on this is screwed. Why am I even trying 😄
OK, then:
- Trigger condition:
_vehicle = objectParent player;
!(isNull _vehicle) and { _vehicle inArea thisTrigger } and { cameraOn == _vehicle } and { cameraView == "EXTERNAL" }
- On activation:
(objectParent player) switchCamera "INTERNAL";
anyone know why i cant shoot like this plz
everything freeze cant shoot cant reload cant move nothing
Such turret does not support to rotate/fire upside down
How do I get this
get what? the animation viewer?
Yea but not Animation Viewer, the same one from the Photo That says POLPOX's Animationsvorsteller
Its in the POLPOX's Base Functions mod IIRC
alr thanks
Do you per chance now the "Int" Command to make a Visual-Only Flash in your rifle without the weapon actually firing
No idea
Still problematic my dear friend.. when you "turn out" from the hatch. https://youtu.be/0oNGyfqZMTs
Check if the trigger is activated at all.
hey there, was wondering if anyone could help me out, im getting a circular addon dependency error in arma 3 and have no clue what to do. ive reinstalled the game, tried disabling each mod to see what if one was causing it, verified files, reinstalled mods, all that stuff. i have the zip with the lastest crash report if need be. thanks in advance :)
It is, You can see camera is changed on specific place, but its working more like "secondary click" \ "zoom in", its because me, as a driver, have head outside of the hatch. If I would be hidden under the hatch, inside the tank, command wil work perfectly. Function "Turn Out" is problem here, it won't let us change camera to "internal", I also tried switchcam "gunner"etc. "Turn Out" makes it impossible 
This is sad.
If we don't have any command forcing player get back in, function "Turn In", then I will have to block 3rd person as a whole. Thanks for help guys anyway 🫶
player action ["TurnIn", vehicle player];
❤️🔥 🥳 🤟 🙏
Thank You
did it really work?
what script or method do y’all recommend for ai spawning? main thing I’m trying to do here is spawn counter attacks, and just full attacks for smth like maybe defense missions. something mixed too, such as with vehicles and infantry. i’m mostly struggling in getting grander missions, such as for example something id want is like a fob defense as we drive up to a fob (in sog of course), and some helicopters fly over and an attack begins
guys where i can buy premium ? i cant use editor
There is no premium for the game.
what version of the game do you have?
If your steam account is missing any of the free DLCs (Zeus, Malden, and Art of War), you need to contact Steam support
If you mean Eden Editor, then something else is wrong
Repair your Installation via steam
Is it possible to detect if a unit has Edit Loadout'd inventory in Eden workspace not ingame?
Before you ask saved3DENInventory is not a thing there
(getUnitLoadout _unit isEqualTo getUnitLoadout typeOf _unit))```might be a stupid workaround
...Or, maybe not. This condition is false if they had a randomized goggle
Isn't there a variable saved to the unit when the loadout is changed via eden?
allVariables says really nothing
hmm
Was scrolling and noticed this. Its one of those things that you can do a multitude of ways.
-
Scripting - write a loop that spawns groups at set locations (markers, objects or world coords) and set it to run every X minutes. The best part of scripting you can tweak it to death and really customize it. If you use this method, make sure you have a condition that ends the spawning (such as a wave count). Also make sure you have a killswitch, some variable thats checked every run that if it returns true, it just exits. One of the biggest risks with this method is run away spawns which will cause a crash eventually.
-
Triggers + Show / Hide module - This is eden friendly and better if you're a visual person IMO. Basically, create all the groups you want to take part in the attack in eden. Use the show hide module and set it to hide to hide each group or add them to a layer and hide the whole layer. Note, to hide them you'll need to sync them to the module unless you're using the layer. Next, place a second show hide module and set this one to show. Place a trigger which you'll use to 'show' a wave and sync it to the show hide module set to show. Finally decide the trigger condition, this is what will fire off the wave. You can use radio alpha, bravo etc which requires someone to hit the button which is good for gameplay balance. You could also do it when people arrive in an area or something more advanced by checking if the group ahead is all dead.
You can also mix and match e.g. have a trigger that runs every X minutes if a condition is true and spawns a group of AI
Hope that helps, sorry its an essay!
There is player getVariable "saved3deninventory"
True if changed, false if not
That seems only work ingame
It’s alright, don’t worry about it, it just means it has hella information, which I need.
Thank you so much though!
Oh, I got it the other way around.
Can't you check if the inventory is the same, taking into account the randomized items?
With spawning, I found information on spawning individual units in squads, but I didn’t find anything or much abt spawning groups as a whole, so already set squads, or vehicles, or vehicles transporting infantry
https://community.bohemia.net/wiki/BIS_fnc_spawnGroup
https://community.bistudio.com/wiki/Arma_3:_CfgGroups
this might get you started
it does require a group to be set up ofc but again, scripting you can create your own groups on the fly, just a bit more work
Id suggest get the logic down first though with vanilla stuff, path of least resistance etc etc
The point is actually made here and I wrote a line of code to (partially) detect it via getUnitLoadout but it just so strange that there is no boolean to check
How can I solve this error? I remove the object in the error code from the mission map. It gives the same error as another object. Do I need to delete the entire map?
@magic osprey well it seems as tho you had some mod in the mission that had that Object in the mod so, now you must go into the mission.sqm file and remove the line thats calls for this object
or just put that object back in the mission
or replace the object with this "CamoNet_OPFOR_open_F"
Land_CamoNet_East is from a mod i do believe
what does BI mean by this
"you played over 10k hours, you owe us more game money!"
Repair your arma Installation via steam. Using Alt+f4 alot tends to corrupt the game after prolonged use.
🫡 sir, yes sir, buying 5 more copies of arma 3
sorry for the stupid question but how do i make it so that my players don't shoot background npcs in the head within a certain area? can you make them invincible somehow within a certain area
u can disable damage by _object allowDamage false;
but if u ran ace I think there is a function in the wiki of it
Oh, sure it did sir ! https://www.youtube.com/watch?v=BFL5bJyIdZY
Not sure how it will behave on dedicated, but for now looks great
Now I'm filtering this command via if (player == akula1_1) but I guess it would be better to use "if driver, gunner" etc. Any idea maybe ? Thanks
Anyone know what happend to the Advanced Developer Tools Mod?
Removed from the Workshop by his author.
sad to hear that
nice idea you got there, gonna borrow it lol
if the trigger is local to the player you can filter it like that, but filtering by driver, gunner is more interesting
It's back, just search for it.
Sure, but careful, if you want to use "ace_viewrestriction" module as blocker, there is a little trick. Set addon like this, and then put
acex_viewrestriction_modeSelectiveFoot = 0; acex_viewrestriction_modeSelectiveLand = 0;
into initPlayerLocal to unblock. When players enters the zone, only then use:
acex_viewrestriction_modeSelectiveLand = 1; (with the rest of code to change camera view back inside. After that, player wont be able to get 3rd person back)
HF
i see thank you!
oh wait this is much simpler than i thought
now to have like wave spawning due to trying to do a defense mission, i assume i make the spawn trigger repeatable and on countdown
and then for example i make a “kill trigger” that deletes the spawn trigger?
final thing, i apologize for asking so much, do not worry as ive been using the wiki but im just a little bad with all this, but is this something better to be used in like a file in the mission folder, or just put that in the trigger
or like, why would i want to do one over the other?
I think this is the time where you think about what you want, if you're just after a time between waves, all good. I would, for now at least, use triggers as its probably easier to get started but if you're more comfortable with files in the mission you can do that to. But you've still to consider where you want enemies to spawn to
I'm going to assume we want one group, spawning every minute the players are in a particular trigger
The way I would approach this is something like
-
Place trigger to handle players entering an area that will set some variable to true
-- set to activated by player
-- activation:playersPresent = true
-- do not make it repeatable, first player in will fire off the rest of the logic -
Place second trigger that will handle spawning
-- Condition:playerPresent == true && killswitchOn == false(note, == means equal to, in this case, 'does playersPresent equal true and does killswitch equal false?')
-- Set the trigger to run every X minutes or X seconds (set it to a short time for testing, that way, if you're second group spawns 5 secs later you know its working)
-- Activation: do your spawn group logic here, for now take the trigger as your spawn location, you can also add a waypoint here if you want them to run towards players
-- Set to server only, I think group spawning is global which means you might see one group for every player which is risky -
Place a third trigger that will be the killswitch
-- Make this fire on radio Alpha, something under your control
-- Activation:killswitch = true
This is a bit rough and ready and written off the top of my head so may need tweaking, may be a simpler way to do it. One thing im not 100% on is if you need to declare the variables first. I think otherwise, the checks may not work but I can't test at the moment
Finally, make sure you test each aspect including the killswitch
shouldnt take too much to expand this out to multiple groups from multiple locations if needed
i assume in that regard i just put a separate bis_fnc_spawngroup with a different marker
I shall try this out and see what happens, thank you!
If this all works fine, then maybe I’ll go test this out with transport vehicles and infantry
That seems pretty finicky though, from what I saw
can do but might lead to some lag / stuttering if all groups are coming in at the same time
yeah theres different way with vehicles to. You can spawn a group, spawn a vehicle and pass the vehicles position as the destination for a getin waypoint then have a second waypoint to the players
if you're after a vehicle with crew you can use the createVehicleCrew command , bit simpler
you can also do something more complex where you spawn a vic, get its crew seats and passengers then create both if you want
if I'm getting into this level detail, I prefer using different function files to handle the different parts of the logic, id move away from triggers at that stage but you dont have to
what matters initially is that it works and doesn't break anything
oh nah transport helos will certainly require a good bit so far it seems
since itd need to get the squad, drop them off, fly away and disappear
yeah, you can solve the problem with waypoints - i'd leave it til the end, helis are a bit picky about landing sites (unless you use invisible helipads which you can preplace or create dynamically)
they're also funny about not waiting until everyones dismounted, takes some trial and error
I'll metion it again though incase, there are mods and scripts that solve these problems already if you find you need something to work now whilst you learn for later
It may be worth it when it comes to keeping it a little simpler and time sake to just spawn infantry when I need it rather than needing to have helicopters do all that just to look cooler
And like for example have an APC spawn in too, can be inferred as the infantry was dropped off beforehand
Do you happen to know some you could send? I’d like to check them out. There were some scripts I found, such as EOS but they were quite lengthy to set up
not off the top of my head, it'll take some digging around
generally prefer to do my own so i can make changes and adapt it so i dont look around that often
i see
Is there a way to make custom compositions retain a non-vanilla callsign when they are placed in Eden? I've tried using a simple setGroupId[""]; in the composition init for each group, but that only seems to run if they are placed during runtime by a Zeus.
Ex: I create a platoon template and name the squads Team A/Team B/Team C/Weapons Team, copy the callsigns into the composition inits as setGroupId["Team A"] etc, and then save the composition.
Delete the units and place them again using the custom composition. Their callsign is no Alpha 1-1 to Alpha 1-4. Run game. The callsigns remain Alpha 1-1 etc. when viewed by Zeus.
Delete them as Zeus. Place the composition again. The init runs properly the names are A/B/C/Weapons. neither object nor composition editing nor conditional expressions seem to deliver the desired results.
Edit: (allGroups select (count allGroups - 1)) setGroupIdGlobal ["Arma"]; in the composition init works. I'll edit this again if I find a less ridiculous way than modifying the last unit in the server list.
You can add a init to a group, instead of a unit. Also group this to get a group witin unit init
Been a while since I've done this, but right clicking or double clicking on a group icon opens the composition editor, which only has composition and object inits.
I doubt you clicked and inspected the right part. A group can have an init, this is a fact
That's extremely likely. Care to explain how?
This button opens a composition editor, as does the box above the unit. I've tried double click and attributes, as well as syncing a module to the group icon. No dice so far from anything.
Wherever the button is; it's pretty unobtrusive.
Double click the square (or diamond, depends on the side) and there should be a Group's attribute
I figured that was the right way. Unfortunately my copy doesn't seem to be doing it. Can mods break the editor that way?
Let me get a picture, because I'm 99% sure I'm doing what you're saying, but I could be wrong.
"my copy"?
Yes, this is the attribute
-of the game, with my collection of mods, cached files, etc.
I think the "Composition" mention in Eden is slightly wrong, but that is the init
So then this pictured should rename the car's group to 'Arma' on game start, right?
You can use this as the group in that context
Should
Unless Zeus does something wonky with it
Yeah that's what I thought. It was the first thing I tried, but it just doesn't seem to execute.
I spawn into the mission, swap to Zeus, and look at the callsign, and it's still 'Test'.
If I delete the car and copy it from my custom compositions list with this in the init, it renames itself to 'Arma' like it's supposed to.
Hm then what about hint "hey its working" to confirm that init is working in Zeus
Then try hint str this
Ah. Okay thanks. One moment.
Huh. It says 'R Arma' Maybe Zeus just isn't updating it on the HUD?
I really just want to preserve callsigns for the sake of the people who are going to be using my composition. I went and specced out a full battalion into maneuver units like a crazy person, and I want to have labels for all the elements so that I can save them piecemeal into a folder for my friends' story missions.
Is there a better way to do that, or do I just need to make Zeus refresh?
Mousing over a squad with 3-4 specific fireteams and a named hero unit or two just feels better when it shows the correct names instead of Alpha 1-(1-4), and they've appreciated it as Zeus when I've done it manually on my own maps.
I actually have no idea more than that, I barely have Zeus experience
I really wish there was just a checkbox or something "Try to maintain callsigns" when you go to save compositions. If there is, I haven't found it, so I figure making them snap to the right ones on mission start is the next best thing.
I mean it is done already. In this case Zeus is the faulty
That's fair. I suppose this is a separate question.
I know that last time I did Arma, there was no way to make compositions have the same callsign when you saved and loaded them in a different scenario. Has there been any non-scripting workaround between then and now?
It'd be really nice to have our named squadmates and the units with history retain some sort of label so that they could be readily distinguished by people making new scenarios.
So you want to take them "Arma 1-1" "Arma 1-2" if you put multiple but same compositions
Editted to be less spammy. Apologies. I spent too long last night working on this.
Here's the gist of what I want to do. This squad loads up into these trucks. If I save the loaded trucks as a composition and someone drops them into their scenario, there's really no way for them to tell how these units are supposed to move without pulling them out of the trucks and looking at each guy individually. If I have them labelled CC/RFL-1/RFL-2/LMG/RPG/DMR then it's fairly apparent right off the bat, and if I have them all labeled as First_Squad-[Role] then there is no conflict between the callsigns from having multiple platoons copied over the course of a mission. I don't mind making a different version for every platoon, since composition files are fairly lightweight and I'm willing to spend the time renaming each group.
As it stands, if there are already 11 groups in the mission when someone places them, then they show up as Alpha 2-4 through Alpha 4-1, and that doesn't really tell the Zeus anything about how to use them, which can overwhelm them and result in machinegunners or snipers rushing a bunker while their infantry element sets up for long range fire or other such chaos.
I’ve already gone and made a whole ‘regiment’ (About 1,500 soldiers… I may have a problem.) to give my friends a rotating list of units to call in. I like that solution because it also helps put the size of units in context operationally. Hardest part of mission creation to me is figuring out what seems like a ‘reasonable’ amount of vehicles or support troops or ammunition to give to a unit. Another fringe benefit is that I’ve been able (at a cost of probably too much time and effort) to personalize every unit; so some squads react faster, some might have an extra weapon issued from company; some might just have personal or worldbuilding items on a soldier or two for better immersion. A different helmet here and a different gun there and a high pitched voice or unique face on a platoon leader. About 500 of these guys have something or other tweaked.
Having fixed callsigns for specific units that don't necessarily conform to a 4:1 squad>platoon>company structure also makes it a lot easier to have historically accurate units from armies that didn't use that structure, or fictional armies that are less regularly organized like the one shown. Some armies have had 3 squads to a platoon or 2 platoons to a company, and vanilla names. don't really cover that very well.
Edit again: I've continued tinkering, and figured out that the issue is Eden editor doesn't even read a unit's callsign when it places it. If you delete a unit and undo, it will reset the callsign to vanilla. If you copy a unit, delete, then paste, it will reset the callsign to vanilla. If you delete everything else on the map, export to SQF, change the callsigns of all the units that are left and copy them in, it gives them vanilla callsigns. If you manually edit a composition file to have callsigns, it will ignore them and place the unit with default callsigns. Eden does not preserve user created callsigns in any interaction.
Is the Callsign field on an editor-placed group broken? It looks like the generated custom attribute is not working right?
Afaik there was an issue with the call sign
I know that it is reset whenever you copy and so on, but the basic manual definition on the attributes was working before. Not only for the list of entities in Eden I mean.
yes there is, I can't change that, only with setGroupId command
I think this is the case? I've been able to rename these groups in the composition editor as you can see, and it retains those names when I test the scenario. The trouble is that I can't find a way of exporting the group without them resetting. The closest I can think of is to save a nonbinarized mission file and manually text edit the whole group in, which seems prohibitively complex without writing a tool for it.
Which I suppose I could do, but it's a lot of work that I don't think most people using my stuff are going to want to repeat. I'm actually surprised this hasn't come up more, given how hard renaming individual units is (99% of my units here are type 'rifleman' or 'crewman', with stats tweaked in ACE and loadouts saved in Arsenal, so the groups are really the only way a Zeus or editor has of knowing what they are besides context.)
So what exactly doesn't work? Exporting to sqf or copying an entity?
Exporting to sqf and copying entities both copy the unit correctly except for the callsign, which is reset to Alpha 1-1 format. I'm looking for a way to preserve something that will identify the groups when someone else wants to use them. IE I want Zeus/editors to see at a glance that mortar teams are mortar teams, gun crews are gun crews, etc.
The basic field value with no compositions.
It's probably because call signs are auto generated.
What about having a comment entity next to the entity.
Exactly my problem. I'm also not that advanced on the editor yet, so I'm gonna have to look how to even use comments and display varname. If I could set something in init to affect how Zeus sees them, and use varname as a tooltip for people copying the units in editor, that would be plenty. It doesn't need to be polished, just functional! ^.^
Checking if it works better with CBA
When you do compositions with unit groups, for sure you will loose the information, but it was working before with simple units groups placed with the editor and saved into the SQM. What it does into the .SQM mission file:
This is now working only for the "Entities" list in Eden. Nowhere else.
When using CBA, the CustomAttribute differs a bit:
But still broken.
would be cool to see it fixed, would also simplify unit setups for people who use the ctab mod
Then make a ticket with repro and post it in #arma3_feedback_tracker
Already opened: https://feedback.bistudio.com/T117928
Jun 15 2016 😭
For the time being, is there a way to force Zeus viewers to update their callsigns? I can set it using groupID, but Zeus still shows the auto-generated callsign even though debug messages show it as having updated.
I don't know Zeus, sorry.
Use https://community.bistudio.com/wiki/setGroupIdGlobal by the way, just to ensure that your issue is not a simple locality pb.
Do you have a work-around for the lobby?
lobby screen displaying correct squad name?
you put "@Ringo 1-1" in unit description
Okay, have to test it 😅
I fail to make it work. Do you have link/doc about this?
Got it.
Just add the @CALLSIGN on the first unit of the group.
hi, can anyone help me i am not able to see my test faction in eden editor
my paths and pbo are all correct
and i am loading addon my using steam launch option and my folder structure is @example -> Addons -> test mod
pls help or dm
#arma3_config
Paste your config .
If it's long , use pastebin to share your content
ok
done
I've gone ahead and done that, yeah. It doesn't seem to be correctly grabbing the variable name though.
I'm trying to make a compound for some of Webknight's Zombies, so that the players have to enter the zombies and deal with them in close quarters. Problem is, they're walking straight through that gate there. Is there any way to force them to stay within the compound's perimeter?
I don't want them to be unable to move, because they're melee centric enemies and that would defeat the purpose of having them.
maybe only allow them to appear when the players enter the compound and hid them behind and in the buildings so it doesn't look like they just spawn out of nowhere
Hi there! I’m currently working on a escort convoy mission in the editor, but the enemy AI (OPFOR Takistani Militalia) doesn’t shoot at the BLUFOR US Army M1220 MRAP (rhs). Is there any way to fix this?
(Sorry, I’m not very good at English.)
well if they're only armed with rifles I don't think they'd ever shoot at the vehicle
you can use commands such as doSuppressiveFire to make them shoot blindly if that's what you want
Thanks!
Probably because it is forbidden by difficulty settings, no?
Ah yes, MOAB on helicopter
Within the editor im trying to get a plan to drop its bombs on a target im using the varrable drop (array) how do i use it?
I am also using the do suppresive fire
fireAtTarget works better
is that cam lao nam?
there may be invisible path objects laid down to give AI easier pathing
those are basically buildings with no visible model
when AI is on a building path it will walk through other things (clipping safeguard)
thats one possibility
another is that the gate object is not made right and just cant block AI
try swap it to another piece of wall just to see if AI behaves the same
bit of a basic question
but how do yall handle ai placement in ai settings?
thing i struggle with is lets say i place every single ai, it may become static-y (gotta do stay on position so they can stay in their spots, they do leave it once in combat to do whatever they're ordered) and for me, as i play through it, predictable since i placed every single one and there is no dynamic part to the ai
however if i place patrolling ai, they dont really utilize the urban setting a lot
i cant also just plop down an ai squad that sits there since the players will find the ai just sitting there in formation
they can be easily killed
it's arma
theres a lot of ways to setup ai in a mission and i mean lots, in my missions the ai flank you and rush you and Attack you head on and sometimes hide and Ambush you woohoo Arma 3 hell yeah
maybe cuz of my massive testing of ai over the years they seem to do as i would in a fight
i made so many diff Ai patrol Scripts for diff reasons , and for diff missions to get the effect i wanted
and i set the skill for ai also , for each mission as needed
i mean of course but the issue is in cities
i cant really seem to figure out stuff with them. just never have a good option w it seems
alright so what shall i do tho
anyone else having issues with the debug console after arma 2.20?
or the config viewer
Describe it
@clear ridge what do you want to make the ai do in the citys what is your goal, let me know what you want the ai to do in any case and i can help you, BTW there's many ai setup systems out there, EOS system: and LV Scripts: witch i love really, i had to completely change a lot of them scripts to get the effect i wanted, and i also learned a lot about how to make ai Scripts from them over the years, oh 1 more script that i use is the, SHK_buildingpos.sqf i also had to change some to fit my needs
i think ai in the citys is the easyest way to set them up, only thing is sometimes i had to put death triggers under some of the house's, cuz ai stupidly fall under houses sometimes, this does take some time to get used to doing, but to me its fun: also if you want ai to hold pos where they are just put doStop this; in the init of that ai
what did you mean ai wont shoot at vehicles, they shoot the hell out of me with just rifles as soon as i get near them if they see its a bulfor vehicle, and ofcorse if its east enemy
idk, maybe it should be published as a bug, but with last update I cant use eden editor... We need a new DLC to buy?
this button do nothing on clicking
try checking files in Steam, otherwise #arma3_troubleshooting
restart steam
Yeah I’ve kinda figured it all out, I realize I have some sort of major issue in how the AI are attacking players
Maybe this is related to the skill (I had it set it to 0.5)
But for example, we just keep on fighting one at a time
We never had whole ai squad actions against the player in the city, we kinda just shoot 1-2, another 1-2 pop up, etc
If I had like the entire squad acting on the players, just only 8 ai, it would make things actually pretty intense and get what I’m looking for
But I’m just, not
are you using any AI mods?
This was happening in vanilla, I eventually added LAMBs and it was still going on. May be that it’s something I’m doing wrong
well generally using lambs is enough to have a good gameplay from my experience, but you can't do too much to the AI at the same time, they are dumb
For city fights I've found that using triggers, guarded-by waypoints, and larger groups helps
Groups don't talk in vanilla, so having some way for other units to react can help it feel better
E.g., have a guarded trigger on the side of the city you expect the players to approach from, with a fire team that has a guard waypoint. Once that team is defeated, another squad with a guard waypoint will move to the trigger to try to take it
You can place multiple guarded triggers, and the AI with guard waypoints will prioritize them in the order placed. It can create some dynamic movement of units responding to players
You can also use a "detected by" trigger to make all the enemy ai execute a seek and destroy waypoint against the player's current position
Or you can combine them to have some assault and reserve elements
Finally, having larger groups means that the AI will actually talk within a group, and execute flanks and suppression
how do i change this?
Description box in the unit attributes, I believe?
i think that only works in multiplayer, i've had no luck so far
i managed to get it working before but cant anymore
Huh, yeah I don't know then
explain what you want to do
i want to change the role text (like "autorifleman") of an NPC to a name or custom callsign. how would i go about doing that?
Make a Mod so create a new unit class
Ive had a probloem with my server, its a persistent mission and im trying to add the support moduels. they work when you join and the game starts, but after the game has started, if you rejoin or another player joins, they show/work
Look into JIP (join in progress) protocols
A lot of stuff in Arma is initialized on mission start, and clients that join don't have access unless it's properly localized
Thank you! ill look into it
Localization (client vs server) may also help
yo this is really helpful tysm
so wait do i sync all of the squads to the trigger with the guard waypoint
but only one squad goes to it?
also, for squads im making stationary
like not placing in a specific position or patrolling
You actually don't have to sync it at all. Any squad with a guard waypoint will move to a guarded trigger if it's not already guarded by another squad
im just placing a squad down, in formation, should i place a waypoint like sentry down for them, or no? or should i even have stationary squads like that
oh damnn i didnt know
You certainly can! You don't need to give them a waypoint, but setting them to safe can make them congregate more naturally
would you recommend doing so however?
Also, units with a guard waypoint and no place to guard will attack units that are detected by the same side
I forget exactly how sentry works, but I think that one is good?
I don't usually give static squads a waypoint though
I see. I don't have too much of a problem with it however
Afaik its like a combat mode of hold waypoint, may be wrong though
Oh alright
So it's basically waiting until further orders
Not really. It's more like an observe waypoint. They'll hold until they observe an enemy, then move on
I see. May just put no waypoint for these squads though
I hope those enemy squads will be able to see the player with that, since I have them further out
Hiding in some forest areas
I think I'm too worried about the AI fighting from specific positions
Like in treelines from far away that they wont really spot the players from
So I gotta just do this in areas where I think they're going to be in
how do you hide these waypoints?
it's a dificult setting afaik
@radiant shuttle still a little thin in understanding the way to do it. But i found some scripting. Is there a sqf for triggering the support moduel for a JIP
use events scripts and use commands that syncs player to those modules
onPlayerRespawn.sqf should do it
I want to play an ogv video that goes full screen for all players once a trigger is activated. But i'm getting some issues. No matter what i do i keep getting errors.
is it even possible to do playMovie?
is that even a command?
couldn't find playMovie in biki
where did you get this command?
tbh i dont even remember
i started working on this mission a couple days ago
i just noticed that this wasnt working until now
maybe is this you're looking for?
https://community.bistudio.com/wiki/BIS_fnc_playVideo
Could be, thanks
since there is playSound i assumed there is also a playMovie or PlayVideo script
always check biki
Anyone else having an issue where the mpmissions folder just doesnt exist in your other profiles folder with the new update? Trying to export the mission im making and it says it is in game but the folder simply refuses to be where it usually is i even made one manually with the proper name and nothing happened
Hello, I was wondering if there was a way to find the files for the default gamemodes and make it able to modify them. Specifically, I would like to modify the Warlords gamemode for the MACVSOG DLC to have a wider assortment of vehicles. There was a post asking a similar question to this on the forums but the forums are down. Is there any way to do this?
does anyone know what size a jpg needs to be so it shows up on TVs in editor? When I put the image name in the texture and load in its just a whtie screen
@drifting pasture yes you can find all the game modes in the Addons folder in your Arma 3 game folder
its a bitch to go thoo all that stuff but you can find if you really want to
one day i unpacked like 30 pbo files and still did not find what i was looking for so well you know
Every texture in Arma 3 only takes 2^n resolution (2,4,8,16,32,64... up to 4096)
That's mainly just about it. You may need to restart your game because the "wrong" texture may be cached into the session
If you have right texture
Its a picture I downloaded and I have in the mission folder
Also if you have an error message that also matters
What filepath you use and which file name you have, how do you apply the texture, they are also important
You answered one out of four questions
I apply it by typing the picture name with the .jpg at the bottom texture slot in the editor. I typed it in there as brief1.jpg
which is what the picture is named
in the mission folder
And can I have the brief1.jpg too
yes should I DM it to you?
Post it
I am unable to for some reason
Maybe because bit depth is the issue
Is that something I could fix or is it a image issue
I admit I do know know what bit depth is
Oh.. I fear maybe I downloaded the Picture improperly then.. is there a way to change it over to jpg?
Just save it as a jpg
I thought I did
One second
when I try to save it I try to change it over to a jpg and it is saved that way
but thats what I did
I don't know which software you use but clearly irfanview detects it as a PNG and warned me about it
okay let me see if I can figure something out
at least I have a source of the error
I appreciate it!
Ope a image converter worked as I converted it into a true jpg
thank u master polpox and I love your animate/screenshot taking mods 
Hi, has anyone solved the problem with any radar in Arma 3? Normally, whenever it detects an enemy, it turns white. How would I set it to mark enemy vehicles in red?
Found what I needed, thanks man
Might be a UI color setting?
Just because allied aircraft are shown in ambiguous green and white, it would not be assumed that red is shown on enemy aircraft.
Where does one find the Eden Editor mission directory on Mac? A poor friend of mine hates himself enough to to take a crack at mission content on a mac....
Hi, is it possible to hide the map name in the server info, loading screen, etc.? Basically, I don't want players to know which map they will be playing on
Does anyone here have a suggestion on how I best make a mission in a similar style as Arma 2s "Warfare" gamemode? But instead of players only being on 1 side, i want players on both sides. So basically a commander on each side, supported by a fireteam of players, and the rest is AI controlled by the commanders. While also having the objectives and similar money system?
Mods, its a massive undertaking to do yourself. I'd look into the Alive mod. It'll function as your commanders and order AI around. It'll take some setting up to get what you want and it probably wont do exactly what you want but it'll get you close. Id then look for cash or shop mod for the rest. I'm not familiar with the gamemode so not sure if this is a big swing and a miss info wise lol
Edit: Maybe warlords is what you're after?
Uh, To keep it simple: Basically 2 factions duking it out over an entire map with strongpoints and a depot within cities to capture. Most areas will be neutral or independent controlled until either red or blue takes it over.
Controlling more cities/objectives will earn you more per "tick". You win the mode either by timer(score), or destroying the enemy HQ. There's a commander on each side being able to send units using the high command system and transfer units recently bought to the squads. The money system is basically. "Kill to earn money", say 25$ for killing a rifleman etc. and when you have a couple of towns under your belt, they also run supply trucks. With this money, you're able to build defensive structures and buy weapons and units.
So basically the warfare gamemode in Arma 2, but i want to have the ability for both players and AI on both sides to make it more interesting. You cant do that in Arma 2 to my recollection.
Thats almost warlords minus the trucks driving about https://community.bistudio.com/wiki/Arma_3:_MP_Warlords
What im not sure on is if you could somehow hook into the resources and write some custom thing that says "If Salad hits this trigger, give him X 'supplies', if he hits this second one, convert it to cash. Never looked to see if theres a function you call
whatever you do is gunna require some sort of work
I'm making a custom Hold Action icon, anyone know what size the icon should be?
They are 64x64 but the icon in the center doesn't fully extend to the edges
Unpack one of the icons provided by BI and copy it's layout ("a3\ui_f\data\igui\cfg\holdactions\holdaction_requestleadership_ca.paa")
Alright, thanks.
can someone test something for me?
Spawn an AI F/A-181 with a Loiter waypoint in a fixed height and radius, in careless mode.
Result: The aircraft keeps getting higher and higher lol it doesn't respect the loiter altitude
?
can you use that in the waypoint ?
seems like you couldn't really understand what I asked nor how loiter waypoint works, so don't bother it
did you test it for me?
well i never use waypoints so i guess you are right
well then don't fill the chat if you're nothing going to help
fill the chat
its just 1 line
i was thinking if it was a scripted waypoint you could use that
Loiter waypoint has its own altitude and radius, I can select/script them with commands, and commands like flyInHeight and** flyInHeightASL** doesn't overwrite the loiter altitude. Seems like this aircraft in particular can't respect the loiter altitude. I tested it with other aircrafts and they stay in the same altitude (that selected for loitering)
what i do sometimes is, i put a marker out there and spawn the aircraft, then just have the aircraft fly around the marker by script
i always found waypoints to be kinda funny
I could do that too, but it's not my goal. My aim is to mimic what generally players tend to do when waiting for targets (At least is what I do). Loiter waypoint is just perfect for that.
he does loiter the waypoint, but it just doesn't stay in the altitude, and keeps getting higher... 5 minutes later you find him 5km above the loiter altitude
is the F/A-181 from a mod or is that vanilla
can't you test it out for me?
ill try let me see what i can come up with
Just in case, does setWaypointLoiterAltitude help with it?
Okay, I wasn't sure you are using Eden placed or scripted one
can we see your scripted waypoint script
just in case polpox, here's the script
As far I've tested, airplane's altitude order is not really respected by AIs . Even though haven't checked with loiter, my recent test tells they don't even respect it like a bit but somehow depends on the plane's initial altitude
#arma3_feedback_tracker message
Like when I spawn it in 100m, they try to stay around 100, when 50, 50... IIRC
during my recents tests, if you put them in careless mode and use flyInHeightASL, they actually respect it.
I mean, if you order them to get at 1000m, they stay between 900-1100, normal altitude fluctuation
but something happens with the F/A-181
in loiter waypoint, to be exactly
You mean you can't repro it with Gryphon or Shikra?
during my tests no, but I can double check it
I did tests with F/A-181 and A-164 more than those others aircrafts
A-164 works fine
could it be that the prams line at the top should be```sqf
params [
["_plane", objNull, [objNull]],
["_loiterPos", [0,0,0], [[], [0,0,0]]],
["_loiterRadius", PIG_CAS_LoiterMinRadius, [0]],
["_loiterAltitude", PIG_CAS_LoiterAltitude, [0]]
];
No, the params are alright, I did test it even with modded aircraft and they respect the altitude. But I'm gonna double check to confirm it
@small patrol idk if you can see those Watch from ADT. The loiter altitude is 1500m, and I used (getPosATL var) # 2 to watch it.
- A-164
- Gryphon
- Shikra
- F/A-181
The first three are okay, maintaining the same altitude
But look at F/A-181's altitude...
That's... so bizzare
wow holy
wounder what causing that
does it do it if its just a waypoint in the editer and not scripted
{deleteWaypoint _x} forEachReversed (wayPoints(group(driver cas3)));
cas3 flyInHeightASL [300,300,300]```
If I remove the loiter wp and call the command `flyInHeightASL`. He does obey and maintain the altitude (~300m) forever
hmmmmm i see
i have just come back to arma 3 exile and i used to use the 3den editor i think you needed 3den. m3 eden and exiled to use it but i cannot find them so cant alter my server as there is no sqf exporter
i: you: need: my: what are you saying
@small patrol
Going back to the F/A-181 case. So... it seems like the jet respect the loiter altitude if the loiter's radius is above 2100, literally. If I put 2101, it will respect the altitude 
Do they respect flyInHeight if you give them normal waypoints?
Side note, I've been playing around with Supports and the planes love to fly in super low if you don't have the loiter at a decent altitude
I also think the loiter waypoint doesn't play well with support providers, because they don't return to it. Might try Cycle and see if that works better
Can someone help me? when i click y i dont see zeus
Are you playing a default Zeus mission or a custom one?
Like I've said before to polpox, just with flyInHeightASL and in Careless mode, in other way, just forget it... even forcing flyInHeight by using the alt syntax, they seem to ignore it and fly low like you said.
If I want them to change altitude I need to remove the loiter waypoint first.
But the main problem was the airplane getting higher in altitude while loitering, but it's just a matter of making the radius a little bigger, which is fine
Weird
It's really bizzare
Maybe at a smaller radius they fly slower and use a higher AOA to compensate for low airspeed? Could be overcompensating with the F/A-181?
yeah I thought that as well, and I think every plane has a minimal loiter radius and possible do the same
another thing that I've noticed, testing with FIR airplanes, is that, they actually have a minimum radius for loitering, Idk if it's something hardcoded in some config or script or what, but they ignore if the loiter's radius is too small
I mean, they follow the loiter waypoint in a bigger radius and don't respond (don't change the path) if the radius is smaller
Ok so im making a mission where you land in a heli and get into a few trucks and a car but neither me or the ai can get into the trucks and the car
Are they locked? And are they empty?
they arent empty and i dont know how to tell if they are locked
Okay, so you're supposed to be transported somewhere?
Are they in the same side?
That was my next question
to a village and i checked they are on the same side
Have your units done anything that would make them be considered unfriendly? Like destroying buildings or killing civilians?
Always got a ask with Arma lol
no all they did was land lol yeah but i wanna check if they are locked first but idk how to do that
did you test with an empty one?
yeah i tried that but they couldnt enter
you can check vehicle lock in the entities' attributes in editor
ok let me check that
they were set to default 😭 but it works now but is there anyway for the ai so when one vehicle is full they go to the next
yes, you need to script that
aww crap ill try to learn scripting
😂 there you go
if no one else helps you with that here, when I got the time I will try to write a script for you just to get you started
because I actually never did a script for that case, that might be interesting
ive been trying to look for tutorials but cant find any so ima try to learn how to script lol
for specific cases like yours it's hard to find, but surely there are a lot of tutorials in youtube, that you learn other stuff that can help you with this indirectly
yeah im looking on youtube rn
start somewhere, start simple
well search for Gunter Severloh
ok
thanks for helping too.
he has a lot a useful scripts and tips
alright
@gentle vapor you may not need to script after all
Based on the third bullet, if you place the get in waypoint and sync it with a transport load waypoint for the vehicles, they should board any available space
Just make sure the transports are both driven by units in the same group.
ok im gonna try that but is there anyway so when everybody is in the vehicles it startts
thanks too
If the waypoints are synced, they shouldn't complete until both groups complete their waypoint
So the trucks should wait until everyone boards and then move out
ok thanks so much for taking the time to do this man
Heyo, does anyone know a way to make the circles transparent when using the "sector" module for the "Sector control" gamemode? I want to keep the markers but hide the circles that show the radius of the obj
or is there any way to edit the sector control markers once the game has started
did i fuck up
ibought arma 3 but its dead cant find any servers ot play in is there another gamei was supposed ot buy...
Wrong channel, but there are a lot of servers. Check your filter in the browser. If that doesn't help go #arma3_troubleshooting
https://github.com/PiG13BR/Arma-3/tree/main/AAS_PIG.VR%2Ffunctions%2Fmarkers
check this, see if it's useful
How do i make a trigger only activates after a previous trigger has been activated (ie: go back to the infil location to trigger an exfil heli to go there, a waypoint trigger to be exact)?
edit: Nevermind, found another convenient place for an exfil area
how do i set up a trigger to spawn an unit after another unit hit a trigger?
_this && otherTriggerWasActivated
otherTriggerWasActivated is set to true in the first trigger
That's even better. I should work more with triggers (...not)
hey guys how do i make a task be assigned and then another task completed whenever blufor takes control over a town
Howdy, wanna quickly ask for your opinion with something. How big of an impact you think the Interval on triggers have for server performance>
I am currently thinking of pumping it from the default 0.5 to 1s
Wondering if that helps if I have quite a few triggers within OP
Ty for help, or any additional feedback if you got time
Use a "Seized by Blufor" trigger and link it to the task modules you want to activate
Heeey
how much of a proformance cost does a trigger actually have?
like just one without anything in the activation part
Not much by its own but add lots of triggers, scripts, AI groups, explosions, hi texture gear/vic mods and it'll add up
if you ask the game to do more, it will have to do more
Triggers don't have an enormous cost and are pretty necessary for advanced mission making. Just don't go crazy and you'll be fine
ty
when i publish a scenario from eden editor and add an image what size(px), file size, and file type does it need to buy
thanks
Hi, I have a question. How can I make ai pilot enter a plane using waypoints? I tried to use "get in viecle" command but ai would just run around and than stand behind planes wing. When I use "get in" command he runs around and then tries to get into the plane but is stuck standing in front of the ladder.
modded aircraft?
no, it was in vanilla game
are you scripting those waypoints?
afaik, get in wp should be attached to the vehicle to work
or you can call it "snap into" the vehicle when you place them in editor
This is great. When you define PIG_sectors, does it have to be the variable name, or the sector names? What if the sector names have spaces?
Nvm just checked the mission, ignore me
Hello guys. How do I set a priority on objects that are on the same level please?
Here is what I mean :
I have light asphalt and short grass, I would like the light asphalt to be on top of the short grass but I can't manage to do it, grass is always taking "priority" on the asphalt
What if you manually set its z value ?
If the grass is at 0, set the asphalt at 0.02.
Of course if it's some decal then that will not work
I need a lot of help
I guess not a lot but someone who is experienced with making zues missions
get to point :3
Sorry I’m trying to make a vanilla zues defend game mode where zues attacks defenders yada yada and I can’t for the life of me figure it out
I’ve tried looking things up and I give up honestly cause all of them have mods or just arnt useful
so... what is the problem?
A script is not the basis for a mission. What do you actually have and need? And how have you found yourself with a deadline for something you dont know how to do? Not really a helpful learning environment surely
Guys what mods should I get to make it easier to create custom scenarios? I primarily want to do AI vs AI stuff for fun
I sent u dm
Can you answer the questions i asked here. I may not be able to help depending on what you want so best to let others look to
Its file that say whats gonna be on the mission, whats gonna happen etc
The story thing
I have deadline, but my main problem is that i chose wrong holiday and i now dont have time to start working, the deadline is 12th of June and i have time only 7 days before the mission and i dont think that i can make it that fast so i tryna find someone who can start work that i will finish then
June 2026? xd
https://steamcommunity.com/sharedfiles/filedetails/?id=1774491737 here are some helpers.
Thanks!
How can I give civilians more dynamic behavior? Such as make them travel from "city" to "city" or wander around, flee from danger, etc. Does anyone know?
Waypoints with cycles? Lots of manual setup though. Theres some mods that do ambient civilians
Or scripts
Such as these or ?
I think this is fine, thank you.
How can I make a group of entities from one team capture the base of another team? I've placed a "base" for "OPFOR" inside a city, and it generates random enemies around the city that guards it, but how can I make the opponent team from outside enter the city with the objective of capturing the base?
If its AI, use a trigger thats set to "captured by X". Then give your attacking group(s) a waypoint to that trigger location
Oh trigger needs to be an area one e.g. actually have a size, not just 0
I'm assuming the trigger activation should be something like this?
The entities that enter the city are BLUFOR
The trigger is inside the city
👍
One more thing, add hint "blufor have taken the area"; into the activation section, it'll display text in the top right saying the areas beem captured
What about assigning objectives to "systems", so BLUFOR base generated units would automatically have the objective to capture OPFOR base and vice versa?
I'm using the BLUFOR and OPFOR Site systems right now
Do you want 2 sides constantly fighting? Or something where each side has a set number of groups? Also do you want this to happen automatically? Because atm im thinking scripts but you could use zeus (gamemaster mode)
I would essentially like a simulation where two sides with unlimited resources but limited on capacity, constantly fight each other in random ways (nothing hardcoded like manually setting waypoints etc). They should spawn, utilize the resources around them (either randomly generated or manually placed by me) and then figure out a way to capture the opponent's base.
That's my long term goal at least
Ok yeah so itll be scripts im pretty sure. Is that something you think you can manage or learn?
Because its either scripts or mods for that i think
I don't mind either, but was hoping for existing tools, perhaps mods in this case
I have 3den enhanced
but that's it
Probably quicker than learning scripting tbf. Im not too familiar with eden enhanced to say if it solves your problem tbh
I can look later on when im home though maybe
That would be lovely. I'll look into something called "Alive" meanwhile as someone mentioned on Reddit
Just had another thought, theres a game mode called Warlords that might suit your needs
Alive is good to, might be more setup but theyll have demo missions
These?
Yeah thats the ones
https://community.bohemia.net/wiki/Arma_3:_MP_Warlords
Why can’t I do I add MG-42 belt into my ammo
hey im having problems with waypoints i think but the waypoint is on the other side of the road and the truck just gets stuck(kinda drives around) its insane
what type waypoint? how far away is the truck from the waypoint? headless client? any ai mods? any scripts running on the waypoint? usually vehicles have a larger completion radius so it should be completing a little further than its intended destination
@clear ridge going back a while but I made this based on our conversation about spawning waves
https://steamcommunity.com/sharedfiles/filedetails/?id=3510056994
its a bit quick and dirty, does infantry only and may be a bit too late to matter but you might find a use for it
thanks a lot, i appreciate it. I figured out how to do it though
its a move waypoint and about 20 meters from the last waypoint and no ai mods
If you see in the scripting channel
no probs, will admit I did not check there, glad you got it sorted
Soviet - try changing the completion radius as a test and then try moving the waypoint 100m down the road. If it works with it smaller, hooray! if it works further down the road the try spacing them about a bit more
so, whenever i host a server from eden editor all my mission settings transfer just fine but once i transfer the mpmission .pbo to the dedicated server those settings dont apply. does anybody have any idea whats wrong?
The setting I’m targeting specifically is that ace advanced fatigue is disabled but I still have stamina
you must disable it from the server addon options
save it, and maybe restart the server after that
i cant figure out how to make it
Theres a ton of info on making a mission that can get you started. A simple zeus mission would be a new scenario in the editor, place down a player, place down a game master, sync to player, done. Are you struggling with a particular part? What exactly are you trying to achieve and are not able to?
I’m trying to make a Zues defend game mode, where zues has limited resources and spawnables but progressively gets more things to spawn as the defenders survive, just to clarify zues is the attacker the other players would be the defenders
Question, is there any way to apply ai modules automatically or easier? (in zeus)
Do you have any experience of mission making whatsoever?
if this is a BIS gamemode, it should have modules in the editor for that, I really don't know
but I suggest that you start simple
make a simple zeus coop mission
learn new stuffs
that can indirectly help you in your future projects
https://community.bistudio.com/wiki/Arma_3:_Curator
Here you have all the information about vanilla zeus
bit of a noob question, but how would i make AI join my squad if i enter a trigger? I want to make a mission where I start off with a squad, and there's a second group of soldiers I have to rescue from a building, and once I enter the same room that they're hiding in, they join my squad as commandable soldiers
Im looking for a mod that let me control ship objects that you can spawn in
Have you looked on the workshop?
I'm making a small campaign for my friends. I have a mission where they need to retrieve secret documents, etc. and then i want that thing when they complete the mission it gives them 3 new one (SAM site, kill target, destroy target). I know how to make those destroye mission types, but i just cant figure it out whats the problem with my setup. How can i sync one mission to another to pop up after completion?
I think you can have a trigger that waits for docs to be picked up, then when true, sets another variable to true which gives them the other 3 missions. Could use tasks for it
well, i figured it out (the mission assigning after completion) but the second mission is always visible on the map
whats your task setup for that look like?
what do you mean?
so ive sync'd a trigger to the create task module, the task isn't visible until players enter the trigger
the trigger should be watching for if players have the intel or whatever your condition of choice is
before trigger
after
thank you 🙏
no probs
is it normal if it assigns only one mission at a time?
like, they both show up at the map but only one gets assigned
yes
How do i open a file I have been working on in the editor?
Top left > scenario > open
Hello I have been creating a warlords game to play with friends and I want to add custom items to the Asset list for purchase in game. I would also like to continue to use the default assets, I just want to add more aircraft and drones. I have seen the example syntax to add to the description.ext on bohemia website but I can't get it to work
can we get some more info
- what are you trying to add?
- is it the greyed out stuff or is it stuff thats not showing?
- do you have a cost for your asset? does it require an airfield or something?
Ive only ever made a handful of warlords missions and never with custom assets so im just thinking of what could've been missed based on a quick scan of the docs
I want to add UAV drones to each teams aircraft menu. The greyed out stuff is already in the default warlords game I just couldn't afford to buy it with CP when I took the screenshot so it's showing grey The asset has a cost and requires an airfield; I am using the syntax from the bohemia website in my description.ext file
When I load the mission I get this error:
Post your whole config, if that (in pic) is full, there is missing closing bracket's
That's all I have so far I wanted to test each item individually first so I know I can get it working. I am new to the arma 3 editor so I'm not sure where closing brackets would go. I just copied the format from bohemia website. I have the asset list in the warlords init set to A3default and MyWLAssetList, is it possible to use 2 asset lists like this?
hmm, I'm not a warlord expert, but you said that you're new to the editor itself. Isn't better for now just try to create simple stuff first, learn the basis? just a recommendation, I'm sure ppl here will help you resolve this warlord problem.
It needs to be ["MyWLAssetList"]
If you want multiple assets lists the format would be ["List1", "List2"] but I am not sure that's possible at all. You need to try that.
Hello!
I'm trying to make a mission where my players respawn inside a building I placed down, and ive realized that I have no idea how to do this because the respawn module always places them outside of the building or on the roof. How do I fix this?
I think that might be an arma-ism? Ive seen it happen with some buildings but not with others. Could test it with something like a hangar that has a much higher ceiling to confirm? also make sure its in the biggest room in the building?
As a dirty workaround, could put the spawn point down in a trigger area then set the player position to an object in the building when its triggered so they're 'teleported' inside
or, place down playable units and take respawnOnStart out of your description.ext, think that spawns people where the units are
Thank you guys for the help I was able to get both of my asset lists to work and added drones to my mission!!
Im trying to make AI in arma move to a waypoint while being shot at. What script do I put in them?
lambs has a waypoint for that if you're using it, if not look into disabling some AI features for a time https://community.bistudio.com/wiki/disableAI
start with autocombat and autotarget maybe?
why does this happen, my character spawns in the corner of the map and dies instantly
didnt fix the issue with spawning in the corner of the map
don't forget to reload your mission if you changed the description.ext
what spawning option do you have?
modules
did you put respawnOnStart = 0 in the file description.ext?
honestly i couldnt find description.ext
then why you said that
you need to create this file in the mission folder
ight, i will try
it works but only to spawn in, if i die and respawn the same thing happens
it fixed itself, but i cant select spawn point
send a ss
try to configure your respawn only using the description.ext, go to that link that I've sent you here, there you have everything you need
ight
put respawnButton = 1; in your description.ext and check if the respawn buttons works after that (reload your mission). Don't forget to add ; after the last code line
it doesn't open the respawn menu?
i fixed it, thx for the help
Hello!
I'm looking for a module or mod of some kind that I can sync an single AI Heli/Jet unit to so that when the vehicle is disabled or destroyed it will respawn within a X amount of time.
search for respawn module in the editor itself
Right there is a module to spawn AI; however, I don't have as much control over it.
For instance, I tried syncing helicopter pilots and a Blackfoot in addition to editing the parameters of the module itself: limiting the group size to 2, and vehicle size to 1.
But the AI and the helicopter never spawn.
I remember years ago, I had a module where I could sync the AI in a vehicle (Jet, Heli, or Tank etc.) and it would respawn in the position after a X amount of time once the vehicle was disabled or destroyed. Pulling my hair out because I can't find it in the workshop...
I really don't know what you want to achieve, but seems like a simple vehicle respawn, well as I said, there are RESPAWN modules, for AI and vehicles, in the editor, and how come you don't have control over it? what do you mean? send a ss
Not quiet. I want something a bit more advanced than that. I want to respawn specific Helicopters and Jets with their AI crew.
The only AI respawn module I see is:
"Spawn AI". Are we talking about the same module? It's a weighted spawn module between Inf., Mot., Mech., and Arm.. I can set the weight between these from 1-10, limit the # vehicles/units in each group spawn, I can limit the # of units spawned, and I can blacklist groups. That great! The problem is, I can't control "Heli or Jet spawns w/ AI INSIDE" using this vanilla module.
well you just need to use the expression field of the respawn module to achieve what you want
spawn AI? no, I'm talking about vanilla respawn modules from the editor itself
Ill try that
How do I disable arma's default weather system in my scenario? I want my overcast and fog to be fixed, but on dedicated server the mission starts off with no fog, eventually reaches the desired fog, and then the overcast+fog changes itself as time progresses.
The forceWeatherChange wiki mentions a "Manual Control" setting in the "intel section", but I can't find either of those, just Manual Override checkboxes for Rain, Lightning, Waves, and Wind.
you can make an Infinite loop with that
yup, the fog start and forecast already match each other:
ergh, this is something i want to avoid especially to accommodate zeus adjustments
hmm, seems like a workaround is editing the mission.sqm to crank up the time until next weather change by multiple ingame days:
it resets to one ingame hour after using the zeus weather module, but good enough 
I mean, there are multiple ways to achieve that, you can make a function and change it with zeus using arguments that resets the loop for the new weather
guys how can I set AI char names?
I fill the "NAME" line in the attributes tab, but once the scenario launches, my AI squad members have some randomized names in the bottom squad bar...
By using setName or if MP
#arma3_scenario message
Has anyone had an issue where attaching props to a game logic seems to shift their position upwards about 10 minutes when attached then scaled but only dedicated servers?
which has been mysteriously solved by placing said game logic actually on the floor GG
From my experience, scaling objects in Multiplayer does not work properly and only messes the desired object positioning. At least for the props placed in the Eden (without attaching them).
maybe this?
Changing the direction of the object (e.g. using setDir, setVectorDir, etc.) will reset the object back to its original size (probably because the engine normalises the directions, thus the scale in the transformation matrix becomes 1),
so those commands should be run before resizing the object.
and ->
_localSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved
so if your object moves, you will counter some unexpected behaviour
Is it possible for me to take the Western Sahara scenario mission "Extraction" and customize it in editor?
What you can do is to position and rotate the logic object first, then attach the prop to it. The prop will then copy the rotation and position of the logic. You may try to scale the object after these commands.
_logic setPosATL _yourPos; //Or place it manually in Eden.
_logic setDir _yourDir;
_logic setVectorUp _yourVectorUp;
_prop attachTo [_logic, _yourRelativePos];
I assume you may encounter issues in the case of multiplayer and late-joining players, who may not have the object automatically re-scaled on their local machines.
It is supposed to not work at all.
It working is a bug
Guys I love the help, the message directly after says I fixed it by just putting the game logic on the ground
Also just use BIS_fnc_attachToRelative :)
Does anyone know how to make a custom chat channel in game that only allows certain people to see and chat in it?
I think this have all you need
https://community.bistudio.com/wiki/radioChannelCreate
if i have 3 trucks of 12 man infantry squads and 1 mrap with the plt lead in it and i want them to travel in a convoy should i group everything together or keep the groups separate
why do the ai jus decide to jump out of the trucks at spawn
Hi, is there an EDEN mod or other solution that doesn't require scripting in all sorts of text files, such as init.sqf, description.ext?
You can use the scenario attribute.
But that still requires writing scripts.
What exactly do you wanna do?
Just let r3vo know, he will add that to 3den enchanted 😁
I haven't managed to enchant it yet, but I am working on it.
Show mission briefing and other information, and play radio message.
I dont think there is a proper scriptless way of doing that, but you can do it through triggers rather than files
Hey guys, does anyone know what is the best way to use scripts/triggers/functions to make a two-person Mk6 Mortar Team defend their own position using the mortar? Trying to setup a defensive mortar team for a base composition I'm building
I wish I remembered his handle so I could tag him, but someone was just working on a convoy script and got it working it sounded like. It was a couple weeks ago. You can script the ai or use 3den for them to not disembark until a certain point in the mission. Also, I would ungroup the drivers and maybe set them to careless until you reach maybe a certain point where you want them to be able to avoid/engage enemy
i figured that if i group all units into one they will still travel in one cohesive group, stop when the lead veichle is blown up, and some will dismount once they take contact
for my purposes, its good enough
You can try it out. Im interested if you figure out a good way. Like I said, I’d ungroup the drivers from the rest of the ai, and set them to careless, as the commanders, etc. can call out enemy and make them travel off road. Maybe change their max speed to all the same as well, but not necessarily. I havnt messed with working convoys too much. What your saying you want to do sounds easy enough
How do i setup one of my server slots to have zeus when they are loaded into the game
looked up every video and it doesnt work
Give variablename to your unit that you want to be Zeus, use that variable name in game master module.
https://community.bohemia.net/wiki/Arma_3:_Module:_Game_Master
yeah ive been trying that but it hasnt been working
then show us how are you doing this
okay one sec
also i’ve changed the difficulty and other stuff like disabling the crosshair and it doesn’t want to save it to my server
and i’m making sure im updating my mpmissions
so, what's the problem then?
and how are you updating the mission into the mpmission folder? steps
have you checked with another stuff, like adding another slot, to see if your mission is updating?
I figured it out, the mod zeus enhanced was interfering with the zeus game master
it doesn't make any sense
Lost a mod that gave me a "Sector" module that had the option of hiding/showing objects/units based on the perimeter of the module, and repeatable. Anyone have a clue what I'm referencing? Been searching for a while and no dice unfortunately.
Spotlight maybe?
It was Eden 2.0 lol
For what it's worth this has been a "problem" for me for like three months, can't believe it was that simple
It's honestly way handier than the show/hide module + triggers, like much much handier. 1 stop shop for that whole operation
well it isn't the hide vanilla module?
This is basically show/hide + trigger in one module
You set a perimeter, connect units or layers to it, you can make it repeatable, and it's perimeter dependant
Very handy
I never got very good with scripting and this was something that I used to glue together a ton of single player scenarios
I spawned this KA-50 and it doesn't show up at all in Zeus or even 3DEN. Also, the only way to spawn it is from the Virtual Garage or from the console. I can't find it anywhere in the search bar for 3DEN. I checked BLUFOR, REDFOR, etc and it just doesnt appear at all in the editor. Could it be a problem from me or is the mod not built to be shown in the editor? This also happens with other modded vehicles. Thanks
zeus? did you enable to show addons in the master module?
no, i will try right now, thank you
nope, doesnt show up anywhere
ok so, in eden, you can select entities by addons, it's an arrow in the left side of the search bar, can you find the mod that contains those helicopters in the list?
yea i tried looking there but its not there, only KAT Medical
what mod is this?
Ka-50 "Black Shark" by Mayess
its not only this mod too, other armored vehicles have the same issue
what mods?
i dont know the exact name, i can look for it though
i can only spawn it from Virtual Garage and it doesnt appear anywhere else
If you're presenting a problem, it's best to provide all the info
for me it was not there for some reason, but i fixed it, i was typing KA-50 instead of Ka50, my mistake, thank you
really? 
all that trouble, then why this?
yea, the mod said "KA-50" and i thought that was the name in 3den
is there a KA-50 in vanilla?
no
thank you, my mistake
does anyone else also having this?
Origin and mesh were aligned when I first made the mission but for some reason sometimes it just messes like this
like I was able to put this on the table with no issues but when I relaunch the mission or play it somehow either origin point or the mesh just moves
I'm tryna make a custom faction w custom soldiers and vehicle and other stuff so then I could start a simulation vs oppfor can someone help
If you're a complete beginner I'd recommend Drongos Faction config generatorhttps://steamcommunity.com/sharedfiles/filedetails/?id=1771335720
Oh ok ty
Looking back at the Vidda Legacy Mod, does anyone know where I can find some of these airport props used on the runway seen in this image?
Ive been seeing this too recently. With Laptops and Lanterns the most. I have no clue unless the update did something.
going need way more info than stopped working
are you running modded? have you tried without mods?
Send me a reply
Let's work on it
Yeah the mods stopped working. I don
't care about the default game really
I was into the ww2 mod and the vietnam one. official.
Expansion
custom asset in the mod probably? any notes on mod page like a dependency
I don't know what that means.
I played the game for 6 hours, then the editor stopped working it seems.
that was in reply to someone else so dw
doesnt matter whether you care or not tbh, its more about proving if its your game or the mods that are causing problems
does it break consistently? what do you do to reproduce it?
how does it 'not work'?
The list in the lefthand side can't be pressed. It's dull colored indicating it can't be used...
For example when I launch the ww2 expansion, the US army appears to be missing
Theres only SS and Wermacht
It was working fine
Then I started playing cs2 really competetively and didn't touch Arma 3 again. Went back in and theres problems.
I reinstalled the game and its the same problem
I need help. Want it running again. That's the goal
My custom missions disappeared.
I'm a huge Arma fan...
I'm willing to work on the problem. I'd like to play it again.
ok, slow your roll
The expansions are under DLC
Here, i'm gonna try and launch Spearhead 1944
This is different. It's not longer working and this is what changed
left is grey because theres nothing placed, place any unit and the left menu will be usable
the right side looks fine, US units are under the independent section (the green square)
Oh
Why did my missions disappear?
Now the Germans speak german...
.maybe before is was glitched...
Thanks. Maybe nothings wrong
no problem, it looks ok
with regards to your mission, you need to make sure you save it - then you can go into the top left and open it again when you want to play or make changes
if you're new to eden (the editor) theres: https://community.bistudio.com/wiki/Eden_Editor:_Introduction
I have another question @lavish robin
How do I get the weapon to float around, like arma 1? Is that a feature in arma 3?
Oh i got it
Most of the structures, I think, are from the base Arma 3 (Altis, Stratis, Malden), maybe Tanoa or Livonia, like the hangars on the left, the red striped poles, the radar, the blue buildings on the right and the green walls. But those small lights and decals on the runway are probably specific to the mod and not exposed for use in the Eden editor. Just search inside the airport and industrial folders of the mentioned islands via the assets tab on the right side of the editor.
Hey guys, not sure if this is the correct channel but i got a question for ace medical. I´d like to make the system as simple as possible as i have a few newbies on their first mission with ace. They will be quite overwhelmed anyway. My idea was to allow the PAK anytime, but i cant find a setting to allow the pak even if the target isn´t stable (basically i would like a system like vanilla, where medics can heal anytime). Any idea how i can get there?
Howdy, Howdy.
Got question since you might know more about SOG modules. The Terrain Tunnel Entrance module at the official SOG map. How can you use it so it does not flick to night when entering?
I am thinking of hand placing the units & scripting tp there but wanna save time wiht the module when setting up OP.
hallo, had a look at some settings, I can only see ace_medical_treatment_locationPAK which dictates where you can use a PAK, have you seen it working when someone isn't stable?
All the settings that are available work as intended. Everybody can use it (medic or not) and they can use it anywhere. But i dont have the option to use it until they are stable.
yeah i think I've only seen it with a stitch kit where you can stitch people that aren't stable, never see anyone be able to PAK anyone that isn't stable though
Yeah google didnt turn up with anything usefull either. Thanks for the time invested. I guess it´s gotta be a tough crash course for my fellow gamers 😄
Is There Anyway To make a Plane Drop Some Crates Out at a Certain Position Via Airdrop?
yep
give me a sec
sorry mate, the script i wrote has a lot of mission specific variables. Didn´t remember correctly. And it drops vehicles not crates. my bad.
So I'm not sure if you noticed but the aircraft keeps drifting or sliding across the terrain and I'm not doing anything, does anyone know how to fix this?
Ive done something in the past where ive spawned crates behind the plane, above a certain height they auto get parachutes
Assume you want it done automagically and not by a player?
Is there some way to use triggers/ just use the eden enhanced and ace to create medevac vehicles and units that dispatch to wounded units, load them into the ground or air vehicle, then move back to a medical base?
I should add that i want ai to do this for wounded player or ai units
I think it might complicated to do with triggers if you can. I'd simplify it by having several triggers that are medevac points - when a player enters, dispatch the ambulance to that trigger. Upon arriving, 'hoover up' any players that are ace unconscious then drive back, heal, then move back to evac point
i think it'd require some scripting knowledge regardless
How would I go about getting the injured units into the ambulance?
I would do a waypoint script that says "find me all the unconscious players in a radius and move them into an empty seat that isn't the driver"
probz need to do something a bit more robust like count the number of casualties vs number of available seats then work out if you need to make an extra trip but that could come later
get it working with one casualty first
what map is it?
looks like one of the super big ones
those suffer from coordinate precision issues due to the size
so I would guess its that
There a support requester/provider air drop module under Support section iirc,
Synch the requester to you and the provider module then sync or to the plane you want to do the air drop
In the air drop module there is an init field where you can put a script that alters it's content to suit your needs, but you'll require some scripting knowledge/help with that
The map is called PMC Hormuz Province - Iran and yea it's one of the really big maps, is there no fix to this, I've played on South Asia map and never experienced this before and thats a large map as well
unlikely
Who wants to create a Appcalypse Scenario with me? DM me please.
Hey guys is there anyone here that enjoys curating operations?
Yes.
I made a Sandbox mission for me and my friends. How do I make it so that only Admin can go into Zeus? As in, a player becoming Zeus, not a reserved Zeus slot.
Anyone know of a way to place fake/prop explosives in editor? I was hoping for the explosive model without the actual explosion or mine detector part
disabling simulation still seemed to make mine detectors beep
Create simpleobject of your explosion model.
https://community.bistudio.com/wiki/createSimpleObject
its something like #adminLogged in the module I think, not at pc so can't test
Yes, put #adminLogged in the zeus module
does anyone know a way to more conveniently create ACE arsenal selections? Having to do things in this mini window is driving me crazy
You can use the 3den Enhanced Inventory editor and export the stuff as ACE Arsenal Code
is there any way to clip through the ground and into mountains with 3den?
#adminLogged into the gamemaster module i believe
an object? you can toggle surface snapping and vertical mode, then you can move it through things
depends on what you're trying to acheive though
no like into the terrain itself; the map
what for
I dont think there is? Ive seen ACE do it but i think they attach stuff at like Z -100 or something
in which case, you wont be able to move
but what are you trying to achieve?
You can make an object a simple object, makes it treated basically like a map object
looking for some tunnels inside a mountain that was part of the map
ive done this in the past through a teleport - place an 'entrance' and either have a trigger or an actual object with an add action that teleports you to an interior you build somewhere else on the map
alternatively, use deformer to build a hole and then cover it back up with rocks etc
Hey everyone!
My friend and I play Antistasi Ultimate together on a locally hosted server (we use the “Host Server” option in the Arma 3 menu). I’m trying to customize our starting base a bit, like adding some furniture and small props for immersion.
I tried placing objects using the mod Echo's Sandbox Everywhere, which lets me use Zeus in any mission. It works during the session, but the objects disappear after restarting the server.
Then I tried using Eden Editor, but when I save the mission from there, it creates a totally separate mission file, not the actual Antistasi Ultimate map we’re playing on.
So my question is:
Is there a proper way to edit or customize the actual Antistasi Ultimate mission map (like placing furniture at HQ) and have it persist across server restarts?
Any advice or guidance would be super appreciated. Thanks in advance!
Is there a way to force ai to stay in a vehicle?
You can prebuild your desire base in editor save the mission and replace it in your mp missions folder.
Then move your hq there.
Thats how I do with Liberation.
Just need to figuer out how to do that in Antistasi.
How did you change yours? It might be similar.. also my apologies, I am new to Arma. I have only been playing for 3 days so far.
Its Liberation, diferent thing.
Is there no option in Antistasi parameters, that saves zeus placed objects?
No clue, but I'll check it out. Liberation has that option tho?
you should ask this in their discord (antistasi)
Will do, thank you!
by any chance do your build save? Like small builds, chairs for example. Apparently Antistasi does save structures through zeus but it doesn't save small objects.
Hello,. I wonder if anyone can help me. I've tried googling this and found various answers but none of them appear to work or are confusing. Essentially, I am creating a SP mission. I have a cycle waypoint setup for a patrol. At some of the waypoints I have Radio Chatter sounds which play. However I as the player won't be there at those points and so I only want them to play locally/within a specific radius, otherwise it breaks the immersion, etc.
my questions are:
-
What do I need to put in the trigger after I've selected the sound from the drop-down, in order for it to only play within the vicinity of the waypoint? (I've tried also doing it with a trigger and it still plays out for me regardless of where I am on the map)
-
Is there a way to find the full list of sounds which the game picks up (vanilla, modded, etc) so I can get the full file names?
Thank you in advance!
Watch This Guy https://www.youtube.com/watch?v=wek5CTTQFvc&list=PLBm1dGchyyAaayguh8tdKuMB03cx3QTcL&index=2
There are more lessons about triggers
Setting up custom sounds in your mission. Single and multiplayer compatible.
Mission Download Link For Sample Mission
https://drive.google.com/file/d/1Il6Xi6W42CFJRt7Hy9MGRv03_8PzOigv/view?usp=sharing
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Questions or comments...
Thank you, I'll give him a look. Cheers
I have done like He and it worked just nice for me.
Also I use From steam SWU sounds and Zeus Immersion sounds.
Give it a try.
I'm having a look now - Is this purely custom sounds or is it sounds already picked up by the game in either vanilla or mods? There are some RHS radio chatters I want to use, so I don't have the individual sound files to-hand as they're already loaded into the game, if that makes sense.
It will explain the triggers and custom sounds.
Sounds from game You should be able to use, meaby someoene else will help.
thanks, I'll take a look and revert if I have any further questions
Okay so the video seems to refer to sounds that I would import into the game world.
The game already has the sounds I want to use (vanilla and mods I’ve loaded). I only want to use these existing sounds to play with a radius/vicinity of whomever is nearby.
Is there not a single line I can add to the waypoint or a trigger that indicates the sound name, and then only plays it within, say, 10 meters of the point?
You should be able to use JukeBox and there is sounds
It should give you Idea where to look.
About rhs music location, you might need to google or extract pbo file and find where its located.
Cheers. Its only vanilla music. Is there a way to find out the file paths for sounds vanilla and mods?
I have got Playsound3D working without any other coding required so if I can identify sound file paths I’m good to go
I have checked now
all works after I extracted Radio pbo in rhs
"@RHSAFRF\addons\rhs_s_radio.pbo\rc\rus_rc_35.ogg"
I tested in local host now, should work in MP too.
C:\Program Files (x86)\Steam\steamapps\common\Arma 3!Workshop@RHSAFRF\addons\rhs_s_radio\rc
Thank you, so would I need to manually find the sound files by searching around the many pbo files I have across my mods? Is there not a way to browser all sounds that the game can currently load/“see”?
I dont know, i have seen some kind of mod that do that.
Need more advanced guys to explain.
I have the file names as when you hover over the sound names on triggers and waypoints they show. But there is no extension, and there is no filepath available. I couldn’t find a mod that offers it (not in the editor, anyway)
How can I setup a squad in a static position at the start of a scenario, then give them a trigger which activates a move waypoint? I roughly know how to do the last part, but I can't figure out how to keep them stationary till that trigger goes off.
Did you try this? https://steamcommunity.com/sharedfiles/filedetails/?id=3386134406
I imagine this will be a manual “pbo manager search for file” job
Yeah I did, I think this is just for Zeus and not editor
But You can see location for sound.ogg
That You will need to paste to trigger
I’ll take a look, good point
You will need to add this in mission description zeusCompositionScriptLevel = 2; to get it to work
Yeah its not working, sadly
So I swapped out my vanilla filepath to this and it doesn’t seem to play now. Which is strange as the code is exactly the same as it was when it worked
I’d send a screengrab but its not allowing me
Send me in dm
Cheers. Will add you now
Strange, its not letting any of my messages to you pass
You should be able to find usefull info here. just check his playlist.
https://www.youtube.com/watch?v=wek5CTTQFvc&list=PLBm1dGchyyAaayguh8tdKuMB03cx3QTcL&index=2
Setting up custom sounds in your mission. Single and multiplayer compatible.
Mission Download Link For Sample Mission
https://drive.google.com/file/d/1Il6Xi6W42CFJRt7Hy9MGRv03_8PzOigv/view?usp=sharing
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Questions or comments...
Hi all - So the fix which I'm using is as follows:
- Add the following to the activation of a trigger or a waypoint, specifcally for modded sounds.
playSound3D ['rhsafrf\addons\rhs_s_radio\rc\rus_rc_02.wss', RT, false, getposasl RT, 2, 1, 50, 0, false]
https://community.bistudio.com/wiki/playSound3D This explains what each element is, and 'RT' is what I've called the AI soldier who will be the 'source' of the sound... i.e. as he moves the sound will follow him ... and it will only be audible to me as a player if I'm within 50ft/meters of the them.
Strangely, if I use the exact string above and instead of ' I put " then vanilla sounds work absolutely fine. Bit of a quirk, but then I may have done something wrong anyway...
In order to find the file path of an sound effect really easily, I used the mod: Sound Board 2.0 as Zeus, allowed it to find all sounds in the game. Once it has, you can browse to the one you like and it auto completes the full playsound3d string which you can then customise as per above!
Special thanks to @keen gate for helping me with this and taking me through some steps, really supportive!
Who’s tryna create some scenarios?
Scenario creators, usually
I know I've seen an Orbital strike support option, does anyone know where I could find it? Looking for a Star Wars esque Orbital barrage, and if possible a way to make a task to capture a target too, if at all possible.
Sci-fi support Plus
how do i fix it where can I spawn units using zeus on 3den editor it wont let me put units in
You can't spawn units when using Zeus in game?
And you want to fix it in the editor?
Or you cannot add units in 3den editor?
You will need a Game Master module,
And use the variable of player, #adminLogged or uid.
And set from attributes enable All addons (including unoffial ones)
https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master
If I want an objective to capture a VIP, I can do this with ACE capture, then have a trigger that fires on that unit ID's presence at an extract point, right?
And if I wanted to have a task that requires charges be set at a certain point, how would I setup the trigger code to sense the presence of the charges?
Yes
You can check if "xx_ammo" type is placed in area of your trigger.
allMines should return charges too, so you can count from allMines inarea in your trigger > 0,
Or if not , check objects type of x is type of your charge
How about forcing a helicopter to land and stay landed? I want it to disembark troops for security, but it's the extraction helo, so I want it to stay on the ground for the end of the mission. I tried adding a timer to the land waypoint, but it still takes back off after unloading like half of the troops it's supposed to offload
Thank you for both of these answers, btw
I might need some help with the exact coding on the inArea deal, I haven't used it yet, but it's perfect that I can use it for both those objectives
I tried this after looking up the inArea command, but finding another guide, but it's not triggered
allMines in thisList
I am using modded charges, so unsure if that's affecting it
{typeof _x == "APERSMine_Range_Ammo"} count (allMines inAreaArray thisTrigger) >= 1
There was the same kind of discussion of checking xx in the area of trigger
Hmm,
What type, correct type when placed, something xx._ammo usually, you are trying check?
It's not liking it, I'll try with standard charges, see if that works
3AS Republic Thermobaric Charge, I can't figure out how to check it's name once placed, incase that's any diferant from the inventory one
and yeah, no joy with default demo blocks
I'm also having trouble parsing the command to repurpose it to check for the VIP
Now i need open arma and test out correct syntax
I appreciate the help. I'm headed to bed for now, but I'll check replies when I get up, give it a shot either when I wake up or after owrk tomorrow, depending
{typeof _x == "DemoCharge_Remote_Ammo_Scripted"} count (allMines inAreaArray trigger1) >= 1
normal c4 charge
so you can get if your "charge" is detected in allMines,
allMines apply {typeOf _x}
If it return empty array, we need check something else rather allMines command
or from inventoy and arm charge
{typeof _x == "DemoCharge_Remote_Ammo"} count (allMines inAreaArray trigger1) >= 1
From this I take it that I shoudn't start work on custom attributes yet? I lookedat it the first week when it went onto dev branch, but seemed way more trouble than it's worth.
that looks cool @fossil urchin
I'm still struggleing abit, I'm sure it's down to me not knowing how exactly to set the code up
Change trigger1 to thisTrigger,
Or name your trigger variable to trigger1
And you don't need apply part, it was just debug for which is correct class name for your charge
If you open console and debug with
allmines apply {typeOf _x}
On the watch list you will get correct type of your charge
If you are in SP mode,
Deploy your charge,
Then press esc and you can add to watchlist below console code allMines apply {typeOf _x}
And you should see type of your deployed charge.
Then add in condition of trigger,
{typeof _x == "your_charge_type"} count (allMines inAreaArray thisTrigger) > 0
Thank you, I was finally able to get it to recognize the charge with this
Can I set the end trigger to rely on two triggers somehow? I expect so, I just don't know how I'd add the second trigger variable
I'm also struggleing still to get a helo to land and stay landed without the pilots disembarking. It wants to land, offload like half the units I want it to before it takes back off anf hovers
and to unload half of the units you can use the same logic for the count command that Prisoner sent here, plus some command to make units get out
I do want them ALL to unload, I gave them all Get Out waypoints, it's just the helo not staying landed that is the problem as some will still dismebark as it's taking back off
Do I try and put this code into the land waypoint, or into a trigger at the location I want or something?
Or the invisible helipad I supose, that works as the position to land at at least
Custom attributes are working, but there's a problem with saving that custom attribute.
If you do not touch it, it won't save, not even the default value
Checkboxstate control disables all the other attributes in that category, so you would think it also disables the saving of that attributes (so it won't be applied) but it's not working that way
little problems like this
But if you have a plan doing some addon, I think it's safe to start it. You will be amazed how awesome 3DEN is
More optimal would be to set the trigger activation to Any and then
{typeof _x == "your_charge_type"} count (thisList) > 0
activation Any? which is Any?
Doest work.
SystemChat doest show up even condition is true (checked with allmines count..)
Anybody, not any player - as the mine is not a player, but an object.
And remove the this && part, as that's no longer relevant
Well doenst work for me
What happens if this is set as condition?
( thisList findIf {typeOf _x == "DemoCharge_Remote_Ammo" } > 0 )
Tested that earlier, doest work.
Ooh, this:
( thisList findIf {typeOf _x == "DemoCharge_Remote_Ammo" } >= 0 ) had to be >= 0 because it returns -1 if it can't find it, but will return the index otherwise (which might be 0)
noup, doenst work.
ThisList just not return objects
thisList
Defines an array of objects that have been detected by the trigger (same as what is returned by the list command).
->
https://community.bistudio.com/wiki/list
-->
list trigger1
//[B Alpha 1-1:1 (prisoner)]
allMissionObjects "" inAreaArray trigger1 select {typeOf _x == "DemoCharge_Remote_Ammo"}
//[163977: c4_charge_small.p3d DemoCharge_Remote_Ammo,163991: c4_charge_small.p3d DemoCharge_Remote_Ammo]
I tried setting this up on the trigger that detects the player heading toward the extract point, but it still lands, is able to unload some of the mounted troops, but takes back off again.
_LAAT landAt [Evac, "Land"];
That's the code I got to not throw an error at me, put into the OnActivation field of the trigger
Unless it's grumpy it has a land waypoint AND the land command in the trigger
Of course removing the land waypoint didn't even let it take off when the trigger fired
Tried swapping land for move, it landed in the area fine, but still won't stay grounded
I even tried changing it to _LAAT landAt [Evac, "GetIn", 500]; and still it doesn't stay grounded long
I'm also now trying to futz with the typeOf to get the name of a deployed turret so I can check a trigger area for one, but I can't imagine what I'd put instead of allMines
Well allTurrets would have been just too easy, so of course that doesn't work
Which kind of turrets?
So you want a condition check if the unit deploys the turret?
Pretty much, I included some folded turrets that are in the backpack slot, I want a task that checks for the deployed version of the turret in a trigger area. I thought I'd be able to adapt that mine code since they are similarly deployable items that I assume don't have the same name when deployed as in inventory
in this instance, 3AS Heavy Repeater
Okay so I switched the LAAT type I used and now it's landing fine which is weird, but okay. It might be worth it since it's the light version, but I don't know how to make it use those spotlamps, and it does cut the engines on landing, which I'd prefer it didn't
Anyone know any mods that adds debris sound effects? Like dirt falling/raining on top of you after an explosion nearby, or building destruction sounds kind of thing
Hello, is there any mod you can recommend for me? You can DM me.
CBA + ACE for starter
Thanks
Hey everyone, anyone have any tips for an amphibious vehicle convoy or mod suggestions? Damn things keep going all over the place so I cant get a proper beach landing setup.
i may be on the wrong channel here for support but is there a character rig available here? because im making myself my own uniform and gear to port to arma 3 and i cant seem to find any good resources online.
ArmaRig is the only one I know of: https://www.moddb.com/games/arma-3/downloads/armarig
There's the Arma 3 samples as well, but I don't think there's a rigged sample
The sample ArmaMan is probably still useful
You'll probably want one of the blender addons as well https://github.com/AlwarrenSidh/ArmAToolbox or https://extensions.blender.org/add-ons/arma3objectbuilder/
There was another rtm tool around, don't remember what it was called
(Would have been a better question for #arma3_animation or #arma3_model)