#arma3_editor
1 messages Ā· Page 23 of 1
You'll have to match the skeleton anyways, if you want it to be compatible with other gear
Skeleton mismatch makes all the other gear not work right (origins and autocenter doesn't work right, usually shows as backpacks, vests, or helmets stuck around the pelvis of your model, I know it happens with the spartans from OPTRE, not certain how many other mods have custom skeletons)
Will the link give me the instructions i need? Just checking man
Because im planning to make it compatible to vanilla and Other mods
Not really, it's a rig for blender as far as I know
I haven't done character modelling and rigging for Arma, so I'm probably not the one to ask for more help
I've made it as far as modelling some muzzle brakes, and haven't had more time for modelling stuff in a few months
Ah ok. Ill ask somebody from animation or model
[RESOLVED]
Hello, I'm trying to edit a 360 range scenario I downloaded within the eden editor. The issue is that the scenario isn't showing up in the popup menu that appears when you attempt to "open" a scenario in the level editor.
I followed the directory: documents>Arma3>Missions
There is no "Arma3>otherusers>[username]>missions" directory as I believe I used my system's default profile.
I pasted the downloaded .PBO file into the "missions" folder;
furthermore I opened steam's local files for the game and pasted it the both the singleplayer and multiplayer missions folders there as well.
Upon restarting ARMA and loading the editor on Altis- the scenario is an Altis mission if that's relevant- I attempted to open the scenario and was met with an empty scenarios list in that popup menu.
However the mission does show up and is playable from the singleplayer>scenarios menu on the home page.
If someone would be willing to help me solve this issue over vc or through DMs that would be greatly appreciated. Feel free to ping me here or DM me to schedule a time that works for you.
[RESOLVED]
https://youtu.be/P3NdnGicX6c
This video will show you how to open SP/MP Scenarios from the Steam Workshop
and open them in the editor.
The video tutorial accompanies the written version on BI Forums seen here:
https://forums.bohemia.net/forums/topic/231279-tutorial-how-to-edit-a-steam-workshop-mission-scenario/
The video will go through this written tutorial/guide and demo...
The pbo goes into the Arma 3 folder >> Missions or MPmissions
Or you unpack it and then it goes into the profileFolder >> missions
The file I have is not zipped; unless there is a way to further unpack a PBO file. Like I said before, the problem is that neither of those methods have worked, thus I need assistance troubleshooting.
Don't know where to ask anyway, can I make glowing eyes for an character?
I tried doing so, unfortunately these eyes do not follow the character correctly (update too infrequently)
it would imply modding
A pbo is basically a zip file.
Just a different format for the same kind of container.
Video options > UI Scale
where is UI scale exactly? display
Display
or AA&AP
ah yeah interface size thx
are there any mods known to specifically remove the rugged items from the contact DLC? i.e. Land_Laptop_03_black_F and related items. i can find other contact dlc items, as well as find that aforementioned item's classname in the config viewer, but it does not show up in any category in eden and it is frustrating
screenshot showing that the item shows up in config viewer
yet nothing in the object search
i would like to raze whatever mod does this from my modlist
I tested same
class Land_Laptop_03_black_F
but it shows it with name too, or maybe it just remember my search XD
Some times i need restart editor (nothing is showing up)
i searched that way as well, yeah
my friend also couldn't find the items i was looking for
i also searched "mod enoch" and every item in contact aside from the specific items i was looking for showed up
i have narrowed down the problem to being that Items_base_F has its side assignment broken for some reason
i wasn't aware it needed a side ngl
found the mod, it was an old unsupported mod
how do i use my DLC's when in eden editor?
cant seem to find any of them. bought the mobilastation dlc witch inkludes the lepoard 1 A5 but cant find it.
Install and Load Global Mobilization
I got a weird bug that when making a mission in Eden, I have grass on the ground but when I load it onto the dedicated server, all grass goes away. Im using mission settings. What would cause this error? Im not using any mods that remove grass and that would show up when testing the mission anyways.
Check terrain quality on the dedicated server
hey folks, i'm trying to put together a capture the flag-type objective but instead of a flag it's a drone players need to compete over holding to upload its data at a comms tower. are there any resources that might point me in the right direction for this?
maybe, start with https://community.bistudio.com/wiki/connectTerminalToUAV
Idk if you want the players to have access to it literally, if not and it's just a virtual thing, just make a variable with setVariable attached to the drone and change its status each time a team captures the point
i'll figure something out- thanks for the tip!
I just worked around it.
Checkboxes worked fine for me
But text control did not
Made a few controls of my own, its pretty nice
does anyone remember the arma 3 mod that is LIKE deformer, but specifically works under placed objects?
gentlemen Turkish special forces green gendarmerie special operations Police special operations in black tools URAL
anyone remember the name of the eden editor mod that turns the debug console into a proper script editor with syntax highlighting etc.?
never mind. i found it re-uploaded as Advanced Developer Tools
How do I use the LCC in the editor? The standard method of this moveInCargo does not seem to work?
Might be terrain lib, and bucket (for use in zeus)
Why can I never get transport unload to work š
On waypoint completiin?
https://community.bistudio.com/wiki/Waypoints#Transport_Unload
what's LCC ?
The landing ship. Also I figured it out. I didn't r alize I could drag drop units into another unit.
I had been using the move in cargo command it caused ship to explode
I have a task where you kilk a militia commander then after he is killed the player gets assigned a task to collect intel belonging to him, I was wondering if there was a way to make it so that if the player picks up the intel before killing the commander and being assigned the task by mistake that the task can still complete automatically upon it being assigned
You could hide that object on start and add Killed evenhandler on commander --> show up your intel item.
or create task after commander is killed (in eventhandler).
If you want keep first kill commander, second collect item that belongs to killed commander.
Or you want keep change that player can pick item before killing commander?
I like that idea of hiding the object before the commander is killed
But yes I do wonder if there is a way to still make it so the player has the option to pick it up before the task is done
I used a trigger with the !alive then the name of the file so when it is picked up it completes the task but I belive when an item with variable name is picked up it deletes the name when I goes in the inventory so I wonder is there a condition that is similar to !alive but also checks to see if there is any instance of there being something called that variable name and if not assumes it doesn't exist and bypasses the requirement allowing it to complete the task?
Thanks. Apparently if I don't want to group the transport and troops together I have to do it this way?
Helicopter with a LOAD waypoint synchronized to infantry group with a GET IN waypoint. Then do a TRANSPORT UNLOAD waypoint for the heli and sync that with a GET OUT waypoint.
Why isn't my invisible helipad working?
I think I have it set up right but the crew still refuses to jump out
And in game the only option is to "eject"
The Heli always gets stuck 20m above the get out waypoint
it won't try to land if there is nothing to land on
I thought as long as they had an invisible helipad it would still allow the crew to jump out?
is there a way to make it so that if a setnumber or percentage of civilians are killed by ONLY the player faction the mission ends in a failure?
well if you know how triggers works, that's a start. If not, I suggest u to find some tutorials in YouTube.
It's just a matter of counting (https://community.bistudio.com/wiki/count) units from a side (https://community.bistudio.com/wiki/side), if certain number of dead civilian (https://community.bistudio.com/wiki/alive) reaches a value, it will end the mission if the trigger is set up right. As for the "only the player faction", you can use the killed event handler to check it (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed), and maybe just by adding this MEH you can achieve what you want.
(https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityKilled)
Also check some of the gunter videos, like this one: https://youtu.be/NH3iwHYdCjE?si=xb9JFWMrcZa8yHTs
Woah that is a lot too look into but thx
Also I've been trying to look this up online but I'm not exactly sure how to word it but like how are you able to get the ai to perform a certain order once a trigger or time is activated, like let's say you have a unit like a helicopter on hold but you also want them to come to your for extract when all the tasks are complete, i would not imagjne you shift left click that movement order in eden bc they will automatically do it unless there is a way to delay it untill a certain ammount of criteria is done or would you rather do it as movement commands in the units ini line
You can create your Heli + crew and add waypoint.
And use hide and show modules.
Hide on start ,
And show modules synced with trigger which has condition where all tasks are completed and then it will show and enable simulation of your Heli.
for this kind of actions, there are a bunch of tutorials
how do I delete bodies on respawn I forgot? and make units spawn with a specific loadout? (they spawn with defualt NATO loadout instead)
You mean you want to delete the unit corpse who died and respawn with death loadout
Or starting loadout
Yes, well, when player respawns I want the body to be deleted and he respawns with the same loadout he died with
But on first load in I also want them to spawn with a loadout I set
hope i explained it right
I just came back to Arma after a long time and I swear there used to be an option for it in the editor
Check your messages!
Ok so that's for the respawn with deat loadout, how do I make the units spawn with the gear I set to the unit?
Do I add the "Respawn with Original Loadout" to the sqf. as well?
Use the hide and show modules on the movement orders? Like have them all placed but sync them to the orders then unhide on triggers is thst what you mean?
Ok i figured out the unit deleteion on respawn, and I managed the units to initial spawn with the loadout I set to them but now instead of a spawn screen they spawn where I set them.....
Now what?
Any specific?
Bc I also want to use it for infantry movements have then suppress fire until a task is done or a certain trigger is activated then have them move up
some things you need to learn first, to achieve what you want, indirectly
do you know how to add waypoints to the infantry? do you know how triggers works?
basics first then you can work on your ideas
I have a decent understanding of triggers but I can't seem to understand how way points and event handlers work, is that the stuff you go into the mission file for?
wch number are the shoes from the Overrall ?
0 is the skin but 1 and higher dosent work as the shoes and gloves ?
How would I find the classname of an artillery piece's ammunition?
https://community.bistudio.com/wiki/magazinesAllTurrets run that one the artillery to see what it has.
Or look up the vehicle in the config viewer and look for magazines. Should be in the turrets subclass I believe.
Thanks
How can someone make it so a unit shoots at a specific target with a guaranteed kill or hit, like let's say your doing an assination mission where you a mission where you need to protect a hvt but af the beging of the mission he gets shot from a rooftop sniper, how do you make it so it hits him, would you do a suppress fire module with a waypoint activation?
Depends. You can have the AI shoot and just use setDamage to kill the target.
What about having barricades that block players off from moving to a certain area and having some that can be unlocked when a certain task/condition is meant, I tried looking up about barricades but couldn't find much, just videos on defensive ones
What kind of barricades. You could use anything in combination with invisible walls so that players can't climb over.
Something like a invisible wall yeah, but I want some to be unlocked on certain conditions like this area is locked until the player does this task bc I don't want to have missions where the tasks are reveled and unlocked throughout the mission and I don't want them to have the ability to wander off and mess with a task area before hand and perhaos mess up with the scenario flow. so would a hide trigger on an invisble wall work, and also is there a way to put down square or circle markers that are not 100 percent opacity to show the full areas in which the tasks take place?
Name the invisible wall myWall and put in a trigger on activation deleteVehicle myWall
Wouldn't it be an object and not a vehicle tho?
what do you mean by "area", is that a building, an area literally...?
are you worried that players might activate a trigger?
this is easily solved by creating a variable that change its status once the task is completed, or by just checking the task status itself...
so you put this in the trigger's condition
I need help kind of urgently, I'm trying to bugtest/troubleshoot for a mission that's due tomorrow and I'm running into an issue I have no idea how to fix
I'm making a boarding action op themed after the opening of Halo: Combat Evolved, have tons and tons of triggers so that AI are sim disabled until players reach certain rooms
However, for some reason, the server keeps crashing during mission testing, and the RPTs dump this error
It keeps spamming me with " 3:02:17 House 7fef6eebe000# 14100: destroyer_01_hull_e2.p3d Land_Destroyer_01_hull_E2 (from) not found in the operative map"
Anyone know what "the operative map" is?
If it helps, an earlier test crashed with "Segmentation fault (Core dumped)" as the last line of the RPT:
2:11:19 Unexpected context inside house
2:11:24 Unexpected context inside house
2:11:36 [ACE] (medical_status) WARNING: setDead executed on unit with damage blocked - [O Bravo 3-1:11,"#scripted"]
2:11:36 Error: Invalid memory point 'Spine3' provided to attachTo on shape 'wbk_halo_aliens\grunt\a_wbk_halo_grunt.p3d'
Segmentation fault (core dumped)
If anyone has any insight on what could be causing it, I'd be extraordinarily grateful, the time crunch is getting a bit too close for comfort 
Fixed it
Solution was either 1) Pathing problems on the ship, or 2) Damage enabled on the parts, resulting in lots of unnecessary calculations
I lied
Didn't fix it
Any suggestions welcome
Not optimistic about getting the mission fixed in time
Hi, can someone explain to me, why these dudes left their groupleader (who had a trigger activated Move Waypoint) to fight us, a few hundred meters away? What do i need to change, that the group stays put? There is no sense in activating them via Trigger if only the groupleader remains, and everyone else runs away.
MODs: CBA, ACE and BWMOD (+DUI and Cup Maps but those shouldn“t interfere)
First, it's just a game, so if you need more time to fix you shouldn't worry about it...
It was working normal until now?
Do you want them to stay put? that's all?
Well yeah, i want them to stay with their groupleader. i wouldn“t like to go the disableAi "move"-way, cause if my players surprise me, and get to a position without running through my trigger (i like to give them a lot of freedom how to approach stuff), the ai should still work as normal
well so if you don't like the disableAI command you should learn how to spawn AI instead of pre-placing them in editor
Well i know pretty well how to do that. The question is, why is that needed? If there is a group with a trigger activated waypoint. Why are all the soldiers leaving their groupleader?
AI reacts to nearby contact
the AI will move to attack
so if you know how to spawn them, I guess it's the way
if not, disableAI
Hmm. it has been a few years since i built missions, but i don“t remember having that problem. I just checked, they reacted to combat 500m away.
you can use disableAI "autotarget" and "target"
Yeah i guess. It just takes longer to setup than doing it in the editor. Thanks for the information though.
Just read up on it. That sounds exactly like what i need. Gotta have to test it though, what happens when contact gets close. But i know my issue now and a few ways around it. Thanks a lot š
there's always a way, you can attach them an event handler like "Hit" and "FiredNear" to enable the features back again
also there are group event handlers
read them
Iām organizing an op for 30+ players who have been excited for it all week, and I only have so many Saturdays free to help run ops for my community š
Itās a frustrating setback if I canāt get it working
Not sure if this is the place but where could I start learning if I wanted to start creating operations for a small group?
so, what's wrong? did you find any clues?
Weāre not sure, the server crashes before anything useful can be printed to RPT
Weāve narrowed it down though, we think itās caused by WebKnight Grunts phasing through walls when killed
Something about the animation glitch
so removing the mod solves the problem?
No idea
That's not a bad idea though
that's why in the loading screen it shows a message that mods can change the game's performance š
Nooo. Really?!
THATāS what that message is for?!
How could I have possibly known!
Don't need to be sarcastic about it, but generally when you have a bunch of mods and you don't know what is going on in your mission, you aim for the mods (as dedmen said, normally, script commands won't cause crashes in missions).
I hope you can fix it š
I apologize, itās been a long many hours of crunch trying to get this done in time, Iāve been modding for years and usually know how to fix these kinds of problems but the fact that the RPT isnāt reporting anything useful is immensely frustrating
Thanks, appreciate it
Had a question regarding unitPlay, how does one get rid of the jittery nature of some vehicle movements?
I'm trying to record a large armored convoy moving in on a city (can't use vanilla driving AI cuz ya know). I've set up a recording trigger that records for a maximum of 10 minutes at 100 fps. I'm also using setAccTime (setting it to 0.2) to ensure the frames are captured correctly (because otherwise I only get around 40fps), but no matter what I do the tanks just tremble and jitter with their sideskirts going all over the place when using unitPlay. From what I've read online, this is caused by a lack of FPS, but the game says I capture around 99 FPS on average, so idrk what is causing it and whether it's fixable
I've tried better convoy, forceFollowRoad etc, but for some reason the AI has at least a liter of pure alcohol in its veins and steers wildly around, causing widespread destruction... backwards.
guys i need help setting up a training island scenario. Im using dagger and i have no idea how to use the editor to its fullest extent, all i want are zeus slots as players and then a set number of player slots that arent ai with certain names and grouped together with a specific name. Everything else i can figure out. I do have mods and im 99% sure they are interfering with everything i want to do. I need help š
in what do you need help with?
setting up the main map stuff, imma try to remove a ton of mods to clean it up, but the main problem i have is making spawns and squads with specific names in the join menu, i might have it properly setup and im just unable to see it bcz im hosting the server.
tldr i need help in setting up spawns essentially
spawns or respawns? spawns of what?
Player spawns. Essentially all i want is an empty scenario with player slots, two of which have game master privs, and then like 30 others that dont
i also want there to be two diff spawn locations
just place playable entities
i did that but it didnt give the result i wanted
i want the two spawn points
also idk what was wrong but zeus didnt work with them
do you know how to set up zeus properly? you need a game master for each entity and a specific variable name for each
what is the result that you want
tell us everything
I want two spawn points. Separate locations
Zeus slots
two of em
and then slots for other players
last one you can achieve by just placing playable entities
the second one is like I've said
okay, i assume its a mod issue im facing, so im gonna try and fix it by trying it w/o mods and then try it with
thanks for the help
as a spawn points, it depends on how you want to do and how the player spawns in the scenario
you can achieve this by placing markers and teleporting players to the randomly selected marker
and this requires a little script
you know in the included missions where you can spawn somewhere? I want to achieve that result, where it shows up as a spawn point before you fully load in
i used to be in a server that did that, and i have no clue how they did it
and i lowk should ask them
so you want the respawn menu to show up at start
i think i figured it out
i had some bs settings ticked
and it wasnt showing up
now it worked

tysm
how can i limit respawns to one side and make the other side play without respawns with 1 life respawn?
Hello there, I'm trying to make a faction with mod Alive and everytime I put a facewear on a soldier changes randomly
What would you guys do if you wanted to do a sp/2 player mission where you play in a squad but not as the squad leader(s) but just as privates, is something like that possible or has been done in the past (never player the arma 3 campaigns) or is it better to stick with stealth/covert/small scale missions?
That works. The in the Spearhead campaign you can play like that.
I want to create a tank dug-in, is there a way to disable a vehicle's physics sim without also disabling other simulation aspects? (anims)
What should I look up for that bc when I look up ai squads I get tutorials on leading them. And if I put waypoint triggers I worry if an ambush or combat will prevent them from moving on
true, that's AI, but there are many ways to script events to prevent that
i need some help
friend sent me a pbo file with the mission were both making
and every time i try and start it it says error when loading scenario
what's the error
Check does it log error in the .rpt file.
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Would it make it worse if I were using vcom and lambs Ai combined as opposed to basegame Ai?
if you want to drastically change AI behaviour those mods could interfere with that
Would it be broken to make some of your ai squad makes invincible but reduce their accuracy by 25 to 50 percent to have them lead your through the missions but you still have to actually take out a significant ammount of the enemies?
not at all
just do it, if you not get something working you come back here
No not broken as in the game would break i mean gameplay/balance wise
idk it depends on what you're going to do with your mission, no one can tell you that
Hm ok fair enough
Not sure if this the right chat for this but is there a way to force units/factions/compositions of units to always be wearing a unit/flag/patch on their uniform instead of having to always apply it every time you place that unit?
@gray moat https://www.youtube.com/watch?v=xP_ev2LIHx8
Quick video guide on how to add a custom unit insignia/patch to your mission and apply it to a unit.
NOTE: Accessing a Virtual Arsenal will erase the insignia from your character and it cannot be applied through the Virtual Arsenal.
*** Link To ArmA 3 Unit Insignia Wiki ***
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
*** Example ...
is there a mod where i can play the ah-64d, but i can switch to the gunners view and use the main gun whilst the heli is standing still
and use it freely
can't you "take control" from the action menu? can't remember
I'm having some troubles to create my custom faction, can somebody help me?
Don't ask to ask just ask.
I've been trying to make the custom faction with Alive orbat creator, the issue is that in the process of export I don't know what do I do wrong that when I use arma 3 tools and put the addon in my mods, the faction never shows up in the editor
you can take control of the guns by choosing Manual Aim in the scroll menu if you're the squad leader and in the pilot seat
Hello! Iām currently making a mission, when I go to multiplayer and go into any role the mission works fine HOWEVER, when I go to host the host havoc server the server does not launch, the mission will not launch. Iāve done some research and I think it is because of āEPE manager releaseā to which I know youāve replied multiple time to however I canāt find a straight answer for how to fix this. Please help! Thank you in advance
Sorry if this is in the wrong chat but myself and my partner have done a combined 20 hours of research and canāt find sweet F all to help usš Iām really praying to the arma gods here.
so is it a problem in the host itself or the mission? did you try to launch a vanilla mission? like the zeus ones
The mission because other missions work, just not this one.
alright, what does not work? explain what happens exactly
The missions loads to the point where you can select roles. Then once youāve done that it just gets stuck on the loading screen. Then when I look at the server log the last message is a āEPE Manager Releaseā
send here the rpt log
This is the log
from what I can see you have a bunch of mods and maybe some shitty ones causing a lot of errors, but nothing more than that
I suggest you review all those mods
Thought you might say that š
remove mods that you're sure that you won't use in this mission
Okay sounds good thanks
20:52:16 Can't find a mission collection / mission with template name: 'Changeme.Altis', skipping to next mission.
check server.cfg
I use admin commands to choose the missions since there are a few different ones on the server
also don't mix CUP with RHS (units, vehicle and weapons)
use CUP or RHS not both
anyone know how to fix my arma 3 zeus?
im playing singleplayer on editor and making gunfights and when I control a dead AI i cant go back to zeus and im forced to restart my game
what? you can control dead AI? or do you mean unconscious?
uncon my bad
not even by pressing the zeus button again?
are you using zeus enhanced mod?
not sure tbh
just 3den enchanced
ace
how come? are you using or not? if not I suggest you start using it because vanilla zeus sucks in some aspects
Anybody got any idea how I can just simply give opfor AI nato vehicles at the start without the AI breaking?
I've tried simple things like putting opfor units into blufor vehicles in the editor, AI breaks, tank doesnt react to anything, doesn't function.
I've tried putting a script in that converts blufor units inside the tank into opfor units, and the AI shatters, not even able to drive the damn thing
I literally just want CSAT mofos to drive an M1 Abrams, and the only cause of this issue I can find, is that the tank is registered to the western side in the config, I do not understand why this is so finicky.
Ive tried finding mods that just have those kinds of tanks available for the opfor faction but they do not seem to exist.
Im at a complete loss as to what I can do to achieve such a simple thing
First, unload all Mods to try if your Mods are doing something wrong with it
did you try to assign the vehicle to the csat soldier?
Imma be honest, Iām real dumb, so idk how to do that other than placing CSAT soldiers in the tank and or grouping the already existing troops with a CSAT soldier
Oh dang, that worked, thanks!
you didnt say what worked: tell us what worked you just said that worked
I suspect it has something to do with https://community.bistudio.com/wiki/assignAsDriver, generally works for that problem
does anyone have a resource/video to point me towards regarding spawning random AI patrols in proximity to players (like how they work in SOGPF but in "vanilla" arma?)
or general tips, anything is appreciated
Spawn group of units:
https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
Find random position around players:
https://community.bistudio.com/wiki/BIS_fnc_randomPos
Add waypoints to the units:
https://community.bistudio.com/wiki/addWaypoint
https://community.bistudio.com/wiki/setWaypointType
thanks a ton!
for players, you need to find a center point, it can be the leader for simplicity or literally a random player in the group
if i spawn a patrol in MP on a non-dedicated server on a random position around "player" through a trigger, will it spawn a patrol once for each connected player or just once for the trigger activating?
if the trigger is set to not repeatable and ticked as server only, it will fire once
sweet
you can work around without using "player" by, if all players are near, _centerPlayer = selectRandom allPlayers
i've had a couple run ins with that issue beforehand but usually to comedic effect
once i set a pool of "radioactive" water set to kill any player that jumped into it. someone jumped in to be funny, and everyone on the server dropped dead lmao
this happens usually if you put stuff in the player/entity init without exiting the init on the client as well, like adding a simple if (!isServer) exitWith {} check
that init box from entities will fire in every client, because every client is loading the mission
so to avoid that, if you must use it and if it's something that duplicates the effect, you should always put the isServer check to exit on client (if it has global effect)
you can use player in hosted games (as I understand, player is the server machine as well), but for a good practice, do like this ^
Im using SSS in arma 3. I am using it with alive and ace. When I try to call in a straying run for example the aircraft crashes before it can do anything. Can anyone help with this issue
what's SSS
Simple Support Services (i assume)
anyone know how to fix this "Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.\na3_characters_f" getting this error just starting the server not even trying to get on a mission just turning the server on
That message is irrelevant, continue looking for other errors (if you even have any issues)
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
ace_cargo, OPTRE_UNSC_Structure_Military, ace_respawn, OPTRE_Buildings2_Reach_Walls, sc_WallRamp_pbo, OPTRE_UNSC_Structure_Arctic_Military, OPTRE_Buildings_Camp, sc_buildings_pbo, OPTRE_UNSC_Structure_CityObjects, OPTRE_UNSC_Structure_Misc, OPTRE_UNSC_Structure_Containers, OPTRE_BW_WarehouseRS, ace_interaction, ace_dragging, OPTRE_UNSC_Structure_Buildings, OPTRE_UNSC_Structure_Highway, OPTRE_Buildings2_Visegrad, OPTRE_Buildings2_Industrial
7:08:06 Mission Operation%3a%20A%20new%20Start.Stratis: Missing 'description.ext::Header' does this also mean its not on the server or
Did you double check the modlist you're loading yet? checking if ace is loaded should be fairly simple
we got into server when we had nothing but base game stuff put down but the second we put any modded stuff it broke
we didnt have any problems a month ago
Well as soon as you put down modded stuff, you'll need to load mods yeah.
the modlist is on the server tho and its the same modlist that worked and we updated the server and all that and still broken
Did you check the logs?
yup keep saying its been deleted
I think deleted is not a word that the logs use
and when it didnt the slots were gone
You can send me a server RPT and I'll take a look
what am i looking for to send exactly
You said you checked the logs, these logs I mean
how would one fix that
Set the -mod parameter to load your mods
Help me figure it out.
I have some kind of incomprehensible bug.
After 2 deaths, the view automatically switches to the 3rd face, and when you try to switch it back, it instantly returns to the 3rd face.
At the same time, all actions stop working, they are there, but when you press the space bar, nothing happens.
Hold actions does not display a progress wheel.
I don't understand at all what the problem is, and why it broke.
I rolled back to the committee, where everything was working, but the problem remained...
The problem turned out to be that I was deleting respawn handler while running respawn handler.
very fitting username
anyone know of a good mod for going undercover from ai until you shoot?
i create little missions for my friends and I and we're wanting to do some snatch and grab stuff, but they instantly lock onto our vehicle even if it is like a civilian vehicle.
Mission download link : https://www.mediafire.com/file/h8jusqdf9wb68t7/undercoverTest.Tanoa.zip/file
Timestamps:
0:00 Presentation
06:10 Introduction
07:02 Hidden and Dangerous
07:58 Level design
15:18 Code
18:27 Misc, notes
This could also be called "Feuerex attempts to overwrite the game's stealth system for upteenth time". I wanted to make ...
thank u
this is cool, but it wont really work for my mission. thank you though
you can easily use commands like setUnitCaptive or some group commands to change side and use some event handlers like FiredMan FiredNear to make enemy aware
there's also an EH WeaponChanged
i just wish their was a workshop mod lol, im not good with the scripting stuff
well here comes the day that you start learning lol
basically all we want is where we roll up on homeboy in like a van (with ai unalerted), and as soon as we jump out the AI becomes alerted
a simple GetOutMan EH with some more simple commands would work
wonder if chat gpt can write this up
don't use chat gpt for sqf script, any AI (or LLM) sucks at this
they grab shit and mix it up
and creates commands that don't exists etc
what you want to do it's not easy for a begginner but it's not that hard
you have to start with something
what you can do with chat gpt is to make you learn it
is just put a trigger
like explain stuff
where the snatch and grab occurs,
but not making codes by itself, got it?
yes
it's best to use your brain for coding
but i could just place a trigger where the snatch and grab occurs, and have the enemy AI params disabled until we hit the trigger
that would work
def you can do that
and i feel like would be pretty simple
is there a way
instead of changing the variable name
for each ai unit
to change the whole composition
by one variable
but if you want to start scripting, if you have some doubts you just come here and ask
so like Alpha 1-1 is named test1
instead of naming the SL test2
the grenadier test3?
could i just reference test1
instead of having to reference every unit
if that makes sense
you can do this by using triggers aswell
like on the trigger activation
units in the area
ohh
you can use thisList to get all units in that trigger's area
and then how would i like pick from thisList on whos stuff to enable/disable
sorry i know very little ab scripting
i probably seem really dumb
forEach, like
{_x disableAI "target"}forEach thisList
the trigger must have some activation type, like anybody or east...
blufor
west
bc i want only want them alerted when we are in the area
create a trigger with activation type that you want
and then run some code on the activation to enable/disable AI's features
yea
I mean, you still need to learn some basics commands
i think i got it
gotcha. So hypothetically, i could just place a trigger. DisableAI.
Then when my unit hits the other trigger, i could enableAI and it should work just fine
_x disableAI "TARGET"; // wonāt pick targets
_x disableAI "AUTOTARGET"; // wonāt auto-aim
_x disableAI "WEAPONAIM"; // wonāt aim their weapons
_x disableAI "WEAPON"; // wonāt fire weapons
} forEach (units groupName);```
like this
chatgpt gave me this
going to test now
there's no "WEAPON" for this command, see what I meant? even for simple things they made something up, and you waste your time fixing the bs that chat gpt gives
yea
go to this link and check the features by yourself
this works perfectly
_x disableAI "TARGET";
_x disableAI "AUTOTARGET";
_x disableAI "WEAPONAIM";
_x disableAI "AUTOCOMBAT";
} forEach (units theGroup);```
exactly what i want
i have it working with triggers
thanks for your help
Hello, has anyone used this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2331107933? I have problems. I have set it up correctly and it works on a local server, but when I try to deploy it on a dedicated server, it doesn't generate the AI, it's like the modules aren't working š can someone help me?
This mod is part of a list of mods https://steamcommunity.com/profiles/76561198091975050/myworkshopfiles/?appid=107410 that improve the AI experience like I have never seen before and together with the LAMBS adds an AMAZING level of realism. I have configured it really well and it works great on my PC, but when I try to deploy it on a dedicated server it doesn't work the same. I wanted to know if you could help me š
I think the dev has already answered your question
How does one set map boundaries in the 3DEN editor? I'm trying to make a Conquest map and game mode.
https://community.bistudio.com/wiki/Arma_3:_Module:_Cover_Map and trigger that's how i did mine.
Turk F16
#screenshots_arma perhaps? š you'll get more views there anyway
how do i make a rocket artillery strike less accurate? I placed down an M5 Sandstorm, and gave it a Fire Mission waypoint, but all of the rockets land exactly where the waypoint is placed. How do I make it so it shoots randomly within a given 100 metre radius, so I can have it carpet bomb a town
is there a way to actually give a patrol that i spawn through BIS_fnc_spawnGroup waypoints (like following a random patrol?)
Thanks bro š
can anyone help me with a convoy ambush
Don't ask to ask
Sorry, i need help with BLUFOR holding then moving once activated by a trigger
Then after moving and hitting an IED i need this OPFOR tech to move and block off the intersection.
do the same thing for ied, put a variable name to it and create a trigger, in condition put !alive myIEDname, and sync that trigger to a holding waypoint for that opfor unit
and I suggest you use the command opforveh disableAI "PATH" to unable the vehicle to move once it reaches the waypoint that blocks the road, and put them in Careless mode before reaching it
I have a question or two about the show/hide module, would here or #arma3_scenario be the place to ask?
just ask here
I have a couple AI groups I set up with high command modules, works great. I then put a show/hide modifier set to hide the group, synced to them, works great. Then I put a show/hide modifier set to show the group, synced to them, with a trigger set to alpha radio channel, also works great. But if I put a trigger on the hide modules, set to radio bravo, the AI is not hidden at mission start and you can only hide unhide them once, even though repeatable is check. Not sure what I'm doing wrong, but some pointers would definitely be appreciated. Also, I'm extremely new to A3 mission making in Eden.
Also, is there a script, module, or something else, that is a way to add more radio trigger channels past Juliet?
Negative
But you can use a commanding menu instead?
Idk about this. When I came to this, I just learned how to spawn units instead by script, looks like a difficult thing for a new player in arma, but it actually very easy if you do it by steps, it just takes time and trial and error.
I appreciate it, thanks for the response. I was hoping to have AI assets to assist set up for high command with show and hide modules, synced to radio triggers. if I have a AI rifle group, AI armor unit, and a AI helo, that'd be 6(Alpha-Foxtrot) channels to show and hide them at will. I was trying this, because I don't think you can set up the HC modules outside of Eden
Yeah, I'm definitely on the newer side of the curve. I've only been with my group for about a year and a half, and I took on Reforger first and never really touched Eden, until now. I'll be learning for a while, I next to nothing about the scripting side of things
you started right by messing around with triggers, that how I started as well. Read this:
#arma3_scripting message
I appreciate it. I just saved them to my personal discord, I'll read them tonight at work. I appreciate you, my dude
how would I connect two triggers together such that when one activates, the other does too?
I'm trying to make it so that if all opfor on the port are dead, then the task is completed, and a friendly helicopter lands. I've set the trigger up with Skip Waypoint type, Opfor activation and Not Present activation type, but the only thing that seemingly gets triggered is the helicopter landing, not the popup that says i've completed a task
do i have to seperate the triggers, so there's one to give the popup and one to skip the heli's waypoint, or something else?
They would both have the same condition.
One trigger should be sufficient though
if it helps, here's how i have it set up
from what I can see, those status task modules are weirdly synched
but can be right, seeing for the second time
A tutorial I saw said that if you wanted to chain multiple tasks together, then to do it like so:
- sync all "Create tasks" to the player, and set them to "Created"
- Make a trigger to complete the task
- Sync two "Set Trigger State" to the trigger, one to mark current task as completed, and another to mark the new task as assigned
- repeat for however many tasks you need
you don't need to sync all create tasks to the player, just put at your side, but just a detail
so is not showing off the completion of the task?
completed nor failed?
yeah
i removed the "skip waypoint" type from the trigger, and it immediately started working correctly, but for obvious reasons the helicopter remained stationary
tasks should be simple relation between trigger > module status > main task module, try not to sync all together because it creates a "dependency" in chain. Make a variable to activate the trigger that complete/fails the task like task01_completed = true, separate it from other triggers
Hey when i fire an RPG it causes damage to me in arma 3, do you guys know what mod causes that?
send your modlist, I suspect ace
is there a way at all to spawn an IED that's defusable but will explode if you step on it? The ACE/basegame ones i use in createVehicle seem to be inert
nvm, realized i should be using createMine
Are show/hide modules synced to a trigger only able to be activated once? If I have repeatable on, its still only able to be triggered once
for these cases, use the command line instead https://community.bistudio.com/wiki/hideObjectGlobal
Ah, thank you. this might be more of a scripting conversation than I thought. I appreciate you, my guy
Yo how does one spawn ai enemy waves using triggers in arma? Iāve been trying to follow YouTube videos but they havenāt worked
I want the ability to hide them and then when I step in the trigger they appear
i just make a script that spaws Ai when all the Ai are dead: and i use the trigger to check and see if all Ai are dead:, then the trigger fires and spwans in more enemy:
that waves crap i never could get to work correctly
and believe me i tryed
hey im need help im new to the editor and im try to make an a mission for me and my friend against ai bots and we want an undercover but im dont know how to do it i try to do it with civ and opfor but the opfur not consider it enemy even he shot him what can i do?
Mission download link : https://www.mediafire.com/file/h8jusqdf9wb68t7/undercoverTest.Tanoa.zip/file
Timestamps:
0:00 Presentation
06:10 Introduction
07:02 Hidden and Dangerous
07:58 Level design
15:18 Code
18:27 Misc, notes
This could also be called "Feuerex attempts to overwrite the game's stealth system for upteenth time". I wanted to make ...
im need more like if i hold a gun the opfor will shoot me
some (if not all) scripts you have to adapt to your scenario, but you first need to learn somewhere and the basics of what are you trying to do.
I think what you're saying is already covered in this video and if not, maybe a "WeaponChanged" event handler could help you on that
Dont know which chat to put this in exactly. I thought maybe the animations chat but just in case ill ask here.
Trying to find out how to use animations from mods. I've downloaded multiple animation libraries from the workshop, but every tutorial I find seems to only work with animations included in the vanilla games. Anybody have advice or video tutorials I could use?
define "use" in your case. Because if you want to apply them on a unit, just use switchMove/playMove with a relevant classname.
It was a while ago so I forgot exactly how it went down, but I tried using some tutorial copying their script and replacing the animation name they used with one I found in the animation viewer
I'm trying to make a CAS jet do a flyby and drop a bomb on an enemy position. How would I make it do that?
I've tried putting down a tank and attaching a Destroy waypoint to it, but the Wipeout flies up to it, but never actually drops a bomb. Any help?
does anyone know a pop-up target that remains staying up when hit when scripted?
the current target I have is Target_PopUp_Moving_F but this falls on each shot even when scripted to remain in up
maybe it's better to attach an event handler to it, like Hit HitPart
I will give that a try
Is there a good tool / mod for the editor with some grass patches, roadwork and stuff like that with the ability to bring them into unmodded missions?
such major changes are not really meant to be made on mission level
terrain making is its separate thing
and many of the thigns like where grass and roads are are baked on the map
I know that it isn't optimal but I'm looking to replace some patches of and with road / grass textures / surfaces to make the place more immersive^^
basically
no
roads maybe but they might not function right
grass, no possbile
not optimal is not even close to describing it
the terrain tech just isnt made for that
Hi,
I have question regarding Hide Terrain Object, I want to remove large numbers of trees (no man's land type thing) with setup operate Locally there will be any large performance hit if I remove about 4k trees? For context, mission with mods aimed for around 40-50 players.
Quick question: If I have, say 30 or so different gun and equipment mods, and I make a mission in the editor with all of them loaded, but I only ever use items from one mod, will all 30 of the mods become a dependency for the mission, or just what is used?
What's the message?
Performance warning: object name < metres (distance) smth like it
Inefficient use of nearestObjects: https://community.bistudio.com/wiki/Code_Optimisation#nearEntities_and_nearestObjects
Hello, I had a small question. In my Mission file there is a dependency called Funny_gls, however this doesn't show up in my modlist and the mission is not playable on the server I want to upload it to with this mod as requirement. I tried removing all the gear the AI and Playable characters have and I doublechecked the Props I placed down, but I cannot find the root of that mod.
Can someone tell me how to get rid of that Mod please?
Make a copy of the mission sqm (backup)
Then edit the original one and look for the add-ons entry and look for the funny_gls entry and delete it
After that reload the mission in the editor
Will we be able to sort the unit's order as shown in the server lobby?
Thank you very much:)
Hello i want to make an suicide car and man. I want them to move but I dont know how to do it, is there anyone who know. Mods are Ace Cup. Thanks
anyone know how to fix the missing and unrecognized mods, also why some mods wont change to lowercase
someone knows how can i get a hitpoint on a CUP vehicle? i wanna damage it's wheels but i can't find the hit point itself
Check Config Viewer
And is there a way to control mine damage?
Yes
Sorry for the bad phrasing
What are you trying to achieve?
I want to use a trigger to simulate an ied breaking vehicle wheels, and to use a mine to simulate the explosion
I tried using ap mines but it still kills characters in vehicles
So you say, you want a scripted damage and use a mine only for its effects, but no damages
Yes, exactly
- setHit or setHitPointsDamage command
- Easiest way probably is just allowDamage
setHit or setHitPointsDamage command
i use this for the vehicle to damage it's wheels
does allowDamage makes the entity to not inflict damage? or for people not to take damage
You can use it to the crew in it too
private _units = crew myVehicle;
{ _x allowDamage false; } forEach _units;
sleep 1;
{ _x allowDamage true; } forEach _units;
something like this?
Yes
Will test it, thanks
Within the Eden editor: is it possible to spawn in some objects via a script with debug console and have the editor recognize them as editable? I am trying to make some tweaks to a old base template I made years ago. I can spawn the layout but am not able to manipulate the objects in any way (i.e. move/rotate/edit attributes).
hey any way to save zeus compositions in the eden editor?
anyone here use havoc hosting
i think this will be stay the same like now in the 2d Editor, that Units are sortet after placement. E.g. 1st Playable Unit ist first in Lobby and the 10th Playable Unit will be listet as on the 10th Place.
anyone know of a mod that cuts to black as soon as you die, similiar to the effect in hell let loose?
easily scripted
how?
Does anybody know where I can find this decal? CUP old runway I think, but I can't seem to locate it. Thanks in advance š
I'm looking at making some missions with the players being insurgents, dressed as civis, aiming to have AI only care if they are in restricted areas, armed, tampering with military/police assets etc
Ideally with escalation, like trying to arrest etc
I think I roughly know how to script all this
But I'm curious if there are any pre-existing known good mods or scripts to accomplish this? Avoid reinventing the wheel of I can
I'm specifically aiming for custom/bespoke missions where I dont have to Zeus and can be a player (even if I may have to pop into Zeus for a moment here or there), not a long running persistent scenario
Open to suggestions
looks like antistasi to me
so you can check their documents
Yeah a bit, though afaik antistasi is more of a persistent mission, it generates the objectives and so on, it takes full control
I'm kinda looking for more control, let me design things just ways to make the AI behave/react to player actions kinda how they do in antistasi
I think alive may be the best option that already exists but wanted to poke around see if something better for my usecase is out there
Anyone understand this?
yes, wrong _formation value
see https://community.bistudio.com/wiki/setFormation
Script you wrote or just mods?
A empty string is being passed from the looks of it
Its an actual module in eden editor
Does it have arguments you can set and haven't?
anyone got a fix so that my "hide terrain objects" modules stop exploding my vehicles when i launch my dedicated server?
// Wait until the mission world is fully initialized
waitUntil { !isNull player || !isMultiplayer }; // ensures init is past loading
sleep 2; // small delay just in case
// Find all Hide Terrain Object modules in the mission
{
if (typeOf _x == "ModuleHideTerrainObjects_F") then {
private _pos = getPosWorld _x;
private _radius = _x getVariable ["radius", 50];
private _types = _x getVariable ["objectTypeList", ["HOUSE","TREE","ROCK","WALL","FENCE","POWERLINES","BUSH"]];
// Re-apply hiding to everything in the area
{
_x hideObjectGlobal true;
_x enableSimulationGlobal false;
_x allowDamage false;
} forEach nearestTerrainObjects [_pos, _types, _radius];
diag_log format ["[HIDE FIX] Re-applied hide at %1, radius %2, types %3", _pos, _radius, _types];
};
} forEach allMissionObjects "Logic"; // modules are stored as Logic entities
};```
thats the script im running as an initServer to try and fix it, and its not working
Well at that point it's already too late.
You can try to disable the vehicle simulation in the editor and reenable it after mission start.
hi, does anyone know how to make decontamination showers work in multiplayer?
friend is testing out his op and the decon showers don't work, nothing happens
thank u!
Anyone know how to create a trigger that when activated will change the current time?
Yes I know about the skip time feature, no it will not work as I do not know what time it will be in mission.
Well you'd still need to skip time, you just need to use the script instead of the module version. So sticking something like this into the "On Activation" field.
_timeToSkip = _target - dayTime;
if (_timeToSkip < 0) then {_timeToSkip = _timeToSkip + 24};
skipTime _timeToSkip;
Yes. Just unpack the PBO
I wasn't aware that Altis Requiem have such detail, though. I may take a look later maybe?
how do I make there be loudouts available to respawn with? I am not trying to do custom ones, just ones already in the game
every single guide I find is on how to do custom loadouts
I just want them to pick from presents in arma already
you mean like this? https://community.bistudio.com/wiki/Arma_3:_Respawn#Loadouts_and_Roles
uhh yeah that seems it may be it
where would I put that text, into the init of the respawn point?
it's a mission config thing
can you direct me to where I access that?
read the page and check the examples, also you may want to create this related file in your mission folder https://community.bistudio.com/wiki/Description.ext
or if it's supposed to be a specific date and time, use setDate/BIS_fnc_setDate
i really reall need help here
im starting a kp lib server soon, and i want to disable manual respawn to prevent players from just dying in order to go back home, or to prevent them from dying in order to get to skip being incapacitated, as alot of players like to try to solo points so they just throw themselves at one and abuse insta respawning which takes the teamwork out of the game
ive disabled manual respawn in the settings but nothing happens, anyone know why?
resolveed the issue it was being overridden by a description file
Howdy! I was wondering if anyone has any good resources on how objectives/etc work? I'm trying to create a simple "Hunt X target" scenario, but I'm unsure of how to go about specifying a specific individual unit as the target and having some sort of victory condition when it happens. I'm new to the EDEN editor ^^
First off, you need to be more specific. What is Hunt is this cotnext? How it supposedly work, how it supposedly done?
Well, for now It's just a test scenario for me to better understand how the editor works and stuff. I understand (to a degree) modify attributes, setting up player spawn / arsenal etc etc
Now I'm trying to figure out how to actually influence the AI (as in, going between points or when triggered), and making victory conditions. In this case it would be killing a single high value target which should trigger a mission complete
The point is, it is not that complex. Combining multiple simple things, eventually makes it a complex, so its result
Let's say, if you are aware how a simple programming works, alive HVT; where HVT is the name of the HVT, returns the unit's dead or alive in boolean
And a trigger finds the boolean is true or false, which means the trigger can fire a chunk of script code to run. The script code can run almost anything, so basically, the task can be done
Ah, splendid! I've got prior experience with a few programming language I was just unsure how it works inside of ARMA 3 and the specific methods and whatever else ^^
That's why I was curious if anyone had any links onhand for useful resources on the matter
The concept is anyways not so complex. The actual setup guide etc, on the other hand, can be. It's very hard to tell you can't find 101 guide on everything. Because there are simply almost infinite way to achieve anything
Some are, simply broken. Some are, incredibly inefficient. Some are, outdated and can be outsmarted. However we gathered our brain here (unfortunately, in this Discord, RIP forums (yet))
Which mean, you can simplify the context and situation so we can answer the actual way you really need to do/you really want to do
tldr:
- Scripts. They are your friends
- Concept. Be specific so we can answer the exact way
Well the step by step idea for the mission is this
- Insert ~2km away from the target
- Approach at a vantage point
- Perform recon, establish an idea of the enemy presence / HVT(s)
- Eleminate the HVT(s) and exfiltrate
I've just yet to actually use scripts yet so I need to figure out where to poke around in the editor for it
You probably guessed that first two are not that hard anyways, just place dudes in Editor and call it a day. The rest are, here we go, triggers and scripts come in
Yeah I get that, I'm just trying to find where/what documentation there is on how to use said triggers and scripts
Triggers 101: They do detect whenever the condition is met. If they find it is, run a chunk of command
https://community.bistudio.com/wiki/Eden_Editor:_Trigger
Scripts 101: We have a bunch (or massive) amount of commands to pick. They all do different task. You don't need to learn everything anyways. I don't
https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
Absolute legend
I have to be honest it was actually easier than I was expecting
Now to make an infiltration chopper and delete it after 30 seconds (after it's out of view)
for ⨠effective performance management āØ
Because it's better to establish good practices sooner rather than later
Seriously though, thanks again
This would have to be a car that was modelled to allow shooting from it. Not really editor related.
I have a problem, I made a custom Frigate for my Halo AUX mod and when I try to save a mission with it placed down my entire arma 3 just stops responding. Does anyone have any solutions? it is the Frigate from Operation Trebuchet just with some custom textures on it. I have no idea where to put this as I don't know if it is a problem with the coding, the editor or the textures.
In Arma scripting how do I get the trigger to target whatever object(s) are inside its radius? I want to try and implement a CBRN scenario and I'm trying to make a DoT script at a trigger for it
[THIS] setDamage ((getDammage [THIS]) + 0.1);
For example, I want to figure out how to target whatever object is in the trigger radius (represented by [THIS] for the time being)
and also add a delay to it
Figured it out! Now I need to detect if the player has a specific facemask on, notably the gas mask stuff.
I managed to create an automatically looping area trigger by making the trigger set its size to 1,1,1 when it's activated, and then on de-activation (since at the new size nothing is inside of it), it resets back to the original size, triggering itself every time the player is within the area
Each time it adds +0.05 damage to the player.
Now I need to try and figure out how to detect for a gas mask to nullify the effect
Oh I was looking into
getUnitLoadout
I was completely unware of that.... Thank you so much!
You can of course use that command too
Absolute legend, it works a charm. Thank you so much
_gasMaskList = ["G_RegulatorMask_F","G_AirPurifyingRespirator_02_black_F", "G_AirPurifyingRespirator_02_olive_F", "G_AirPurifyingRespirator_02_sand_F", "G_AirPurifyingRespirator_01_F"];
if (!(goggles (thisList select 0) in _gasMaskList)) then { (thisList select 0) setDamage (getDammage (thisList select 0)) + 0.15;}; ChemTrigger1 setTriggerArea[1,1,0,false];```
Here's the final block of code I got for my CBRN system to work. I need to figure out if I can automatically target the trigger itself without needing a per-trigger variable, but I'm just happy that it works so far. Thank you so much for your help! @small patrol
You've been very helpful and I appreciate it very much
Ahhh... Unfortunately it doesnt' seem to be affecting AI. I need to figure that out.
Ah I think I know what it is, I think I changed the condition from anybody to any player
That doesnt' work either, for some reason it isn't affecting AI
Check the trigger's activation option, maybe is not getting the right units in the thisList variable
This is how it's set up
You are only applying it into the first detected unit, not all of them
How do I apply it to all of them? I assume it's something to do with for each?
forEach
forEach*
Yeah that's what I meant sorry, autocorrect
Heck yeah, that works
_gasMaskList = ["G_RegulatorMask_F","G_AirPurifyingRespirator_02_black_F", "G_AirPurifyingRespirator_02_olive_F", "G_AirPurifyingRespirator_02_sand_F", "G_AirPurifyingRespirator_01_F"];
{if (!(goggles _x in _gasMaskList)) then { _x setDamage (getDammage (thisList select 0)) + 0.15;}}forEach thisList; ChemTrigger1 setTriggerArea[1,1,0,false]; publicVariable _testList; _testList = +thisList```
This is ultimately what got it working
ChemTrigger being whichever trigger area is being used, and of course here's the deactivate code:
ChemTrigger1 setTriggerArea [25, 25,0,false];```
I was trying to figure out how to get the trigger to loop itself, so I figured "Well, the trigger resets when you walk outside of it, so what if you just made it small enough to un-register the player, then return itself to size to reactivate?" and that worked for making a looping area
Trying to figure out why the condition isnt' setting _isDestroyed to false, even though everything shows up as true
Trying a new approach to it instead
Instead of trying to track it with a trigger I'm adding this to all the target vehicles, it'll iterate the global variable by X amount and I have a single trigger now set to check if the value is equal to the total size of targets
this addEventHandler ["Killed", {
params ["_unit", "_killer", "_instigator", "_useEffects"]; killedAir = (killedAir + 1); publicVariable "killedAir";
}];```
inside each vehicle's init
It works, hell yeah
Much easier than how I was planning to do it lol
Im trying to have an AI unit get in a helicopter and have the helicopter(AI pilot ofc) fly them but right after they take off they land and drop one guy off and continue flying for some reason
Is there a way to get all units inside trigger?
thisList?
thisList!
I need some help with ACE Medical settings please
Here you are
?
You tell me, you have a problem, so do explain
just need a basic setting preset to use. Only really needing bandages and saline. Don't care to use fractures and suturing, but theproblem is either the ai are really tanks and refuse to go unconscious even after a full mag, or they just die in one shot to the leg. Its just really inconsistent
Not sure what settings to use to get there
are you running any faction mods in particular? RHS does make units very tanky and there are 3rd party mods that adjust the armor values introduced in that mod.
I am but during testing im using a NATO guy
is there a setting to adjusts the armor values?
Also does the death and hit reactions mod cause issues with them going unconscious?
so now its turning clear velocity wounds into avulsions
like one shot is turning into a red x3 avulsion wound
Try these to Start https://ace3.acemod.org/wiki/feature/medical-system#212-basic-preset and adjust from there
Could someone help me? I am trying to create a cinematic for one of my operations, and to do so I am trying to use AttachTo, but when I use it on a fixed object in a vehicle, it changes rotation. Is there a way to fix this?
Put this after the attachTo command.
Something like this:
theAttachedObject setDir ((getDir objectAttachedTo) - (theAttachedObject getDir objectAttachedTo));
play around with getDir, change the order of reference if needed
Thank you, I managed to solve the problem. I also had to add a time, because it wasn't working even with getDir
Is there an effective way to prevent the player completely instantly dying if they're shot enough? Ideally I want the player to go into an injured state so that the AI / another player can heal them and keep them in the fight (For singleplayer or multiplayer scenario)
just turn on the revive mode or use ace mod if you want a more real experience
I think for that you will need to script yourself
there are a bunch of commands related to that
also it's something that is feature in antistasi very well
I see I see, thanks!
dont remember exactly but put bridge in the object search in eden
how do i hide the sector control and ticket thing on the top right
i have sectors from sector control setup but i just dont want the stuff showing up on the hud
i dont have tickets on and theyre all on zero and dont deplete on respawn
Anyone know how to get Jebus working? I followed their instructions, but nothing happens when the squad is wiped out.
0 = [this] spawn jebus_fnc_main; is in the init for the squad leader.
Missions folder looks like this
show the content of your description.ext
By chance is there a sog jump mission mod
Like a Sog prairie fire static-line/HALO/HAHO mission mod
Dont work mod
nothing we can do about that. mods working is not guaranteed and the author is the one who is responsible for that.
if mod does not work, you just cant use it
Did you instal the dependencies?
Interesting issue I've just discovered - tracked vehicles that are completely empty on fuel can still be neutral-turned to the left and right, using the mouse (with vehicle freelook disabled).
Can't drive forward or backward (checks out), but can rotate on the spot (doesn't check out).
put that on #arma3_feedback_tracker
hou key keyboard editor map arma 3 ?

code texture flag kurdistan or iraq arma 3 i need
actually I don't remember if this is the right code for changing the flag texture
but you can find mods with flags
im not able to rotate my vehicles in arma 3 editor idk why , i rotate but then it just goes back to how it was positioned earlier
mods?
also, what rotation axis? if you have "snap to terrain" enabled, it may conflict
If the path is all wrong, it will show an obvious error message. You may want to restart the game
I don't think jpg->paa will generate a good result though. Arma 3 can accept an jpg file so it's not necessary process
If you use a default texture (or example ones) and works, it does mean your texture is somewhat wrong
It shouldn't matter, only ratio is
If you wanted to make sure make a PNG file in 24 bit, name it smile_co.png and convert to smile_co.paa
i dont have it enabled
eitherway i tried disabling and enabling it didnt work
What mods do you use.
tf is this????????
you are using an Apex asset without owning the Apex expansion; after some time you get ads/overlays
oh my days
see https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions for moar details, but yes that's about that
gib monies or no Tanoa for you š
Guys, how can I get the soldiers out of the vehicle while they are in the scenario in the Arma 3 editor? I want the soldiers to go to the enemy territory with their vehicles and get out of the vehicle, I try the commands but it doesn't work.
I dont playing crack and ı dont have a mod
Get out waypoint.
"There are a bit" means you do
so unload all of them and try it again
Okay , worked , thanks for the assistance

Does Hide Terrain Objects have any known issues with AI pathfinding? The soldiers get in the vehicles but some of them don't drive off and will just sit there doing nothing or get out and walk to their destination on foot
I know there are issues w garrison points still being valid for Ai if you've hidden buildings
Am I forced to move objects into layers after I've already placed them? Is there a way to place objects directly into my new layer?
They need to be sorted in there manually.
CfgSounds or literal all wss/ogg files? Either way, it's "possible" however it's not an easy task to create a player
Hello everyone, I would like to know if it is possible to have a PDF of the SOG Prairie Fire map to print it in high quality? I've been looking for it everywhere and I can't find it anywhere. Can any of you tell me where I can find it? Thank you.
There is no pdf of it afaik but you can join SOGPFs discord server, maybe the devs have one available.
Alternatively I recall there is a 3rd party software that can extract the map into pngs and you can put them into one file but can't check right now.
Click the globe at the very top of the editor
Idk about PDF either, but you can get a detailed high res version of a lot of the maps -> Official CDLC and unofficial modded ones at https://maps.plan-ops.fr/ a great tool you can create layers and insert little graphics. Might have to compile a bunch of screenshots into a PDF yourself though if you can't find an existing one š¤·š¼āāļø alternatively there's https://www.sogpf.com/store they have 4K of Khe Sanh and 8K of Cam Lao Nam. They aren't topographic maps though, just satellite styled imagery. edit: the maps are in the free wallpaper section, just to clarify they don't cost anything, but are in the store lol.
You can make your own with https://community.bistudio.com/wiki/diag_exportTerrainSVG
Hey guys, haven't got onto 3DEN yet. But do any of you guys know if it is possible to place buildings in the 3D Editor? Thanks
does anyone know of any good vanilla/dlc props that could be used to make a boarded up window?
@visual field if the buildings are in editor, yes. If they are not, no way.
k
Any idea why certain objects (like empty vehicles, and units) just does not seem to even load when playing as local multiplayer from 3DEN Editor?
Not invisible, they just dont even spawn in the mission at all
I fixed it by loading a new empty mission of the same map and merging the previous one into this.
Maybe the sqm got corrupted, but usually it complains then.
@visual field There's a mod called 101 Editor Addon which makes most objects placeable in the editor. You can create a mission with it but you don't need to run it to play the mission.
3D editor compatible ? @pine garden
@green burrow Seemed to work when I tried it a couple of months ago.
Hmm, hopefully, but theres been alot of updates since then in the beta
Say I place a weapon prop on the ground for the player to pick up, is there an Event Handler callback I could use for when the weapon gets picked up? Currently it just looks like the prop object gets despawned, and a weapon object gets added to your inventory, but the prop and weapon is not the same Object.
So it is kind of impossible to detect if a player has picked up a specific weapon. I cannot just use "has picked up ak", because it does not refer to the prop object.
Hmm.. what about giving the object a variable name and do a not alive check?
good morning folks. I am very very new to arma 3, and modding, but I have had some trouble with a mod I am trying to get to work. I used Chatgpt to try and help me make a schizophrenia mod. however, when I load it, it doesn't seem to work, and it even takes away my scroll wheel. can anyone help me?
I would really appreciate a more experienced modder. i can send whatever files are needed
On a steam forum it's suggested to disable simulation (i.e. picking it up normally does not work), then addAction... That works too.
Or if anyone even knows of an existing mod, but I am over here with a bunch of files that don't work as intended
I've experienced triggers consistently failing after some time on dedicated server this past month
Even simple triggers like 'Any Player' 'Present', will fail to fire on dedi for some reason (after some time - can't say how long exactly)
Anyone have thoughts as to why?
Not using profiling, Not affected by player count as even on my local dedi i could reproduce it, by just waiting a while...
Yep same, in a mission with multiple triggers at least one would always work
Try Land_Pallet_F or Land_Plank_01_4m_F Iāve done something similar in the past. Can be finicky to get them sitting right but gives the desired boarded up look šš¼
just tried it out and it looks nice! Thanks!
Happy to help.
Hello Guys, maybe you can help me with this issue.
Yesterday I played one of my missions on my server with some friends. Respawn was set up by me and wotking fine. Players died, the respawn menu would open, they could select a position and respawn.
After about 30 minutes someone died again and accidentally respawned back at base insted of a teammate. So i gave us another respawn with this command "[resistance, 1] call BIS_fnc_respawnTickets" and told him to just respawn again on us. But when he clicked respawn now, he didn't get to select his respawn position anymore. The menu didn't open at all anymore he instead just respawned on hist dead body.
Is this a knows issue with the game or is there a bug in my mission? I found one old Reddit post with only one comment that descibed the same issue.
It happened once? only for this player?
what happened with other players that respawned after him?
is there no way to force the player into an ambient action?
sure, why not?
I am working on a mod that simulates PTSD, and I have it currently set so that the more gunfire and explsions you hear, the closer you get to having an incident. 70% chance its hypervigilance (blurred screen, heartbeat, trouble aiming) 28% chance for a flashback (forces player prone, and gives them blur) and then a 2% chance for a severe uncident (currently they go prone, cannot move, their screen is blurred and greyed out, and they start screaming. the game then runs a check every minute wit increasing odds to see if they are freed) what I want it for the severe incident to be a bit more obvious, via some sort of animation. I know some of the ambient animations (Hide, panic) are good for this, but I'm not sure if I can force the player into them and prevent them from leaving in normal gameplay
I am extremely new to modding, and I am basically learning via working with chatgpt through arma codes. I still don't know a lot, but the logic is slowly clicking for me
this is part of a larger mod project to document real mental ilnesses and their effects on soliders when left unreported or untreated. I already have Schizophrenia, and I am adding PTSD. I aim to add a few more if I can think of them
After him no other player died anymore. In hindsight i wish i had tried it out^^
do you have some sort of scripting when a player is on the base that might affect respawn?
or something in the respawn module
Im not using any modules. I have the following in my description.ext
respawnOnStart = -1;
respawnButton = 1;
respawnDelay = 4;
respawnTemplatesGuer[] = {"Tickets", "EndMission", "Counter", "MenuPosition"};
and a script that moves the respawn positions to alive players.
The script itterates through the group of players and through a second array that is filled with objects who have respawn position created on them.
It then moves the objects from the Array to the alive players:
respawnPos1 = [grpPlayers, (getMarkerPos "startMarker"), "LZ Connor"] call BIS_fnc_addRespawnPosition;
respawnPosMobile1 = [grpPlayers, respawnPosHelper_1] call BIS_fnc_addRespawnPosition;
respawnPosMobile2 = [grpPlayers, respawnPosHelper_2] call BIS_fnc_addRespawnPosition;
respawnPosMobile3 = [grpPlayers, respawnPosHelper_3] call BIS_fnc_addRespawnPosition;
respawnPosMobile4 = [grpPlayers, respawnPosHelper_4] call BIS_fnc_addRespawnPosition;
respawnPosMobile5 = [grpPlayers, respawnPosHelper_5] call BIS_fnc_addRespawnPosition;
respawnPosMobile6 = [grpPlayers, respawnPosHelper_6] call BIS_fnc_addRespawnPosition;
respawnPosMobile7 = [grpPlayers, respawnPosHelper_7] call BIS_fnc_addRespawnPosition;
respawnPosMobile8 = [grpPlayers, respawnPosHelper_8] call BIS_fnc_addRespawnPosition;
while {true} do
{
myRespawnPlayers = units grpPlayers;
respawnPosItterator = (count myRespawnPlayers) - 1;
while {respawnPosItterator >= 0} do
{
myRespawnPl = myRespawnPlayers select respawnPosItterator;
if (alive myRespawnPl) then
{
myRespawnPosMobile = allRespawnPosHelper select respawnPosItterator;
myRespawnPosMobile setPos (position myRespawnPl);
};
respawnPosItterator = respawnPosItterator - 1;
sleep 4;
};
sleep 2;
};
the Array myRespawnPosMobile gets filled in the init.
I'm gonna read that carefully, but yeah, I don't trust that infinite scheduler... you should avoid it, so you want the player to spawn on their group? you don't need to do all this
you just need to target it right in the function
Yeah im also not happy about the scipt but i couldn't find a different way to do it. I reworked my reaspawn system already at least three times.
I keept it very simple at the beginning and just created a respawn position on every player in the initPlayerLocal but that is a bit bugged sadly.
You know an easy way to do it?
So i think i have a clue whats going on. It says the following on bistudio
So in my scenario at that moment all respawns were used up and that must have triggered the autorepawn. I just have to figure out now how to disable it. What does it mean with checkbox? Im writing code so where is there supposed to be a checkbox? Also also can't find that in the Multiplayer settings of the mission in the editor.
before that, what's your goal?
So i can confirm that the problem was that the game switches to "Autorespawn" as soon as all tickets are used up. Usually this doesn't matter because you can't respawn anyway once all tickets are gone, but because i added tickets it was possible that upon dying the ticket counter went down to zero but you could actually still respawn because of tickets i added which then lead to an automatic respawn on the position of death. So since i know this now, i consider my problem solved.
Subtrackting tickets on death is quite suboptimal anyway in my opinion, because if you set 5 respawns it actually only allows for four respawns since the ticket the last player needs to respawn was already taken the moment he died, leading to confusion.
I found out that if in the respawn templates you seletec "TicketsSpawn" instead of "Tickets" it subtracts respawn tickets upon respawn instead of upon death which is much nicer anyway.
@turbid olive Thank you by the way for taking your time and helping me. The Arma community is simply awesome
I literally did nothing š but still, I want to know what's the goal with that script, so we can improved it
So my overall goal is that players have a set amount of respawns and that other players are possible respawn locations. The goal of the script was to continuously move the respawn locations to the players. It does that by creating respawn positions on some objects which i called respawnPosMobile1 to respawnPosMobile8 and then it keeps moving those objects to the positions of alive players.
The mission itself is a coop mission for 1-8 players, who are all together in the same group which i called grpPlayers.
okay, so you just need to work with the addRespawnPosition and get the player's position, you don't need to do a scheduler to update some object pos
or you can just make the leader of the group as a respawn position
if that's your goal
let the server handle the execution of this function because it has global effect
you can add respawn position for each units on that group, just by using {}forEach units group syntax
You mean like this for example?
{[player, (_x)] call BIS_fnc_addRespawnPosition} forEach (units grpPlayers);
If i do it in the InitPlayerLocal
I think the first parameter is the target, put the group or side there
instead of player
this should be executed on the server, and for the server player is null
with that function alone, the respawn position will be "attached" to the player object
if they move, the respawn point moves with them
you should do it in the initServer.sqf
I did have it working in the past that the respawn position was directly on a player. Its a while ago so i don't know exactly anymore how i did it.
I ran into a problem though. As soon as you use a unit as respawn position, the game will not consider it as an viable respawn position it that unit is dead. Instead it will show you the respawn potition in the respawn menu but you can't select it and a little symbol indicates that the unit is dead. That itself is not a problem of couse. The problem is, that the system to my knowledge is bugged. For example:
Player1 dies. Five seconds later Player2 dies. Player1 will now not be a respawn position for Player2. Player1 and can actually use Player2 for to respawn because Player2 was alive the moment Player1 died. So Player1 can respawn now despite no player being alive. Player2 still can't respawn on Player1 though. Player1 still counts as a dead unit for Player2. This lead to situations that a player couldn't respawn despite other players being alive and still plenty of respawn tickets existing.
So the check if a unit is a viable respawn positions only seems to happen in the moment a unit dies. Changes that happen while youre in the respawn screen don't update the respawn positions.
š
too much text
do it like I've said and test it out
you can use multiple ways to get the respawn point back
No worries š My problem is solved anyway and i really gotta sleep
but you can do it better and easier
My experience is that using units as respawn positions is a bit bugged, but i will try again š Thank you for your suggestions
I didn't use my script at the time where i used units as respawn positions
that has a global effect
so you're calling the respawn point addition multiple times in multiples machines
I gave you a tip, if any problems comes up feel free to dm me
scheduler can clock up your script if you don't handle it right
I think the very first time i implemented my respawn i had it in the init.sqf between a if (isServer) {...}; bracket
But its true i never did it in initServer.sqf
I will try it out
but that event script is called only on clients
Are you sure? To my knowledge the init.sqf is called on every client and the server. Otherwise im very confused why my missions is working. I initialize all my variable in the init.sqf inside the if (isServer) then {...} brackets and if i start my mission on my dedicated server from bisectHosting all the variables are initialized with the corect values. But like you suggested i will try again by doing it in ter initServer.sqf
init.sqf yeah...
I was talking about initplayerlocal
Oh i see.
can anyone help me force a player into an animation in normal gameplay? I am desinging a mod and I want the player to go into one of the animations, and be unable to move, until another condition is met
So i set a test mission up again with respawn positions on units.
I run into the problem again, that under certain conditions you can not respawn on other units because at the moment you died that unit was dead. You can select the unit but the game says the unit is dead despite that not actually being the case. In my screenshot the unit chiibii is alive and should be a valid respawn position.
wait
So i never modded anything so likely my advise is quite wrong and useless but can't you just do something like [whateverUnit, "Acts_ShockedUnarmed_2_Loop"] remoteExec ["switchMove", 0];? That is an animation for example that prevents the player from moving as far as i know.
@gaunt wigeon try these files
is there a simple way to set up recruitable AI such that I can have players essentially go to an arsenal type thing and get a squad of AI out of it?
maybe a mod
I added the files to my mission. The bug still persists. You don't run into that problem in your missions? Keep in mind it only happens in those special circumstances that i descibed in my wall of text earlier^^
but you deleted the original script?
In my very small test mission i set up i didn't have a initPlayerLocal and a onPlayerRespawn. I only had a description.ext and initServer.sqf
it shouldn't happen
Okay I will run some tests later
and send you the updated files
i did very slighlty change the file you gave me as i was getting an error
I changed initPlayerLocal by adding two {} brackets in the code
params["_player"];
_player addMPEventHandler ["MPKilled",
{params ["_player"];
private _respawnID = localNamespace getVariable ["KREU_respawnID", []];
_respawnID call BIS_fnc_removeRespawnPosition;
}];
before params and close to the end
I will check it out
@gaunt wigeon this should only works with players, I see you have AI there as respawn point, so you must be running another script of your own, not just mine
you need to test with a friend and only with my script
what is the animation ID if I may ask? thanks!
I see now.
Is there one that is crouching?
oh i see. So all i had up to that point was:
desciption.ext
respawnOnStart = -1;
respawnButton = 1;
respawnTemplatesWest[] = {"TicketsSpawn", "EndMission", "Counter", "MenuPosition"};
initServer.sqf
[west, 4] call BIS_fnc_respawnTickets;
{[grpPlayers, (_x)] call BIS_fnc_addRespawnPosition} forEach (units grpPlayers);
If i remove my initServer.sqf code then i don't get any respawn positions. If i remove both my initServer code and description.ext code i get no respawnscreen at all.
Looking at your files as far as i understand, they remove respawn positions upon death by using an eventhandler and add respawn positions upon respawn by the onPlayerRespawn.sqf so im confused how the initial respawns get implemented before someone died and respawned.
so, you should set the respawnOnStart = 0; so it reads that file on start š
-1 has the same effect, but it ignores onPlayerRespawn.sqf at start
I don't think it will let me force the player into this via a mod rather than an init console but
so if i first execute this:
[player, "ApanPknlMstpSnonWnonDnon_G03"] remoteExec ["switchMove", 0];
He goes into a crouching animation. In this animation you can usually start moving though after a few seconds.
But, if after executing the first command i execute
[player, "Acts_CivilInjuredHead_1"] remoteExec ["playMove", 0];
Im still in the first animation but can't move animore. The animation "Acts_CivilInjuredHead_1" seams to require switchMove in order to work, but despite not displaying the animation it still takes the property that the player can't move in that animation. At least thats what happend for me.
I would execute both of these directly after each other. Try it out if it helps in any way
I will def try. my function so far has decided it just doesnt want to do any animations lol. slowly driving me crazy as I go through a thorough sweep of all media that could suggest what is wrong with it
idk if you can see this, but this is the function currently
I think I fixed it actually
with two seperate functions for the client specifically
is there a way to use getFuelCargo if i have ACE installed?
(in a way that it spits out a boolean rather than just 0)
https://github.com/acemod/ACE3/blob/master/addons/refuel/functions/fnc_getFuelCargo.sqf
I bet this is the correct function check
looks like it, cheers
I am so confused bro
now whenever an action is triggered in my mod
instead of applying blur pp or shaking, it goes to black
and nothing I do changes that
I have no color correction
so I dont understand
just going to a backup..:/\
how would I **reveal ** all the units in a trigger area?
{player reveal [_x, 4]} forEach thisList
ty š
Arma 3 Eden Editor Beginner here. Just wondering how I optimise vehicle placement. My aim is to have vehicles respawn in their respective starting positions (under cover) neatly. The issue begins when i test run the scenario and (presumably) Arma is foricibly placing them somewhere out of the way to avoid clipping etc.
Just wondering what the fix is for this.
Considerations:
Ive also tried placing invisible helipads and linking to the respawn module with no luck
Ive also ensured the asset placement radius is zero
(pls dont cringe at the respawn spam, i just dont want vehicles spawning in other orders than i have them layed out)
Thanks for any help in advance everyone!
I am not at my pc right now but you might be able to use the expression field in the module for that.
When the vehicle was respawned you could use the expression to move it into it's original position and orientation
The question is does the module know the original position or does it need to get saved first.
oh that would be great. I thought the expression field was for giving specific loadouts etc for the vehicle. So thats good to know.
maybe not... but even then, how do you get it to interpret spawn direction. Basically what i mean by that is how does it determine what facing direction to spawn the vehicle
Either the original position and rotation is saved in the module at mission start ( which I doubt) or you save it to the vehicle's namespace at mission start and retrieve it after it was respawned.
Have you tried if Google brings something up? This seems like an issue that others have had in the past as well.
I have, nothing really gives me the specifics im after, either that or im searching the wrong thing
If you ping me in 3 hours I can spend a few minutes to look into it.
that would be awesome man
Hey so Ive set up respawn positions but I keep spawning in the water? any help would be greatly appreciated
@plain gale i live in aus so i went to bed haha, let me know if you have some time!
what are the other options in the Position selection?
In Arma 3, do civillians only freak out when shots are fired, or do they run away from the sight of a soldier? I wanted to make a mission where you attack a town with police mixed into the civillians, and having the civs running away from the police wouldn't be as cool
Which side the police is?
101 works with Eden, yes
maybe east
Hey i wonder if there is a way with a trigger to check if one specific item is in a chest, if there is a way, can someone explain it to me?
A chest?
yea
Do you mean a vehicle inventory
no i mean for example the Land_PlasticCase_01_small_gray_F
So it is a vehicle inventory
Like this one
Oh okay i tought there would be a difference
Thank you
You solved it or?
Im trying
Okay so i tried two different ways but both dont work
1
"("Item_FlashDisc" in (getItemCargo chest1 select 0)) &&
("Item_Wallet_Traitor" in (getItemCargo chest1 select 0)) &&
("Item_Files" in (getItemCargo chest1 select 0)) &&
("Item_SatPhone" in (getItemCargo chest1 select 0))
"
2
"([chest1, "Item_FlashDisc"] call BIS_fnc_hasItem) &&
([chest1, "Item_Wallet_Traitor"] call BIS_fnc_hasItem) &&
([chest1, "Item_Files"] call BIS_fnc_hasItem) &&
([chest1, "Item_SatPhone"] call BIS_fnc_hasItem;)
"
(((getMagazineCargo chest1) select 0) findIf { _x in ["Item_FlashDisc", "Item_Files", "Item_Wallet_Traitor", "Item_SatPhone"] }) >= 0
Ah okay thank you ill try it š
Okay i dont know what the problem is but its not working, the trigger isnt activating
Check using debug console what (getMagazineCargo chest1) select 0 and (getItemCargo chest1) select 0 returns.
- ["Files", "Wallet_ID", "SatPhone","FlashDisk"]
- []
OK, now you can fix class names.
Ah okay so i have to use this names?
Yes.
Okay let me check š
So thats the new code?!
(((getMagazineCargo chest1) select 0) findIf { _x in ["FlashDisk", "Files", "Wallet_ID", "SatPhone"] }) >= 0
Then use this code:
_items = ["FlashDisc", "Files", "SatPhone", "Wallet_ID"];
(count (((getMagazineCargo chest1) select 0) arrayIntersect _items)) == (count _items)
Okay wait
With the first code the trigger will fire if any item is in chest1.
No know why but on me vehicle spawn Precise position. Non stop blow )
Left Force respawn disable
Right Force respawn enable
No have problems
But force respawn no return vehicle in curator interface
Is anyone familiar with OPTRE enough to help me figure out how to drop HEVs from a ship and not just when the mission starts
https://community.bistudio.com/wiki/setVehicleCargo
use this command if HEVs was attached on ship how Vehicle in Vehicle Transport
Example 3 or Example 4
hey guys!
I'm trying to place a weapon on the ground in the editor. I want it to have a specific ammo inside.
Is there a way to do this?
is there a way to make a given unit never leave a specific area? I want the civillians to run away from the fight, but never leave the 150 metre trigger I have outlined, because otherwise they'll just run kilometres away
Start trying with a trigger, and resetting the civ behaviour + doMove to the center of the trigger when Not Present
is ther an altis remastered map perhaps
like an altis but without the leveled towns
pre war altis
Nope
https://forums.bohemia.net/forums/topic/212875-altis-before-the-war/
there's this but it's a bit jank
i'd do it by hand if your ao is small enough tbh
https://steamcommunity.com/sharedfiles/filedetails/?id=2822719182&searchtext=
this as well but i haven't tried it yet
does anyone know what props were used here? i need to build a bridge like this but cant find how
- Preview
typeOf cursorObjectin Console
Hey, in Eden, I use the empty module to set a respawn by using ārespawn_westā or ārespawn_eastā but I donāt know what it would be for independent
Anyone know?
Sweet thanks
is there a specific method to stringing together multiple task objectives? Task #1 is killing all indfor in the trigger, then I want task 2 to be to investigate a specific body of an officer wherever that officer ended up going.
How would I
- activate and assign a second objective after the first objective finishes
- make a 5 metre trigger dynamically follow the officer and stay where he dies, so I know that the player has gone up to the officer's body after indfor is all dead
alright i have the tasks appearing one after another, but is it still possible to make a trigger move its position to follow where a unit goes, or do triggers stay where they are at the start of the mission?
the trigger is an object, it will stay where you left them
do you want to follow the unit? use attachTo
Yeah, I do. So i'd write
InvestigationDistCheck attachTo RUOfficer;
and put it under the trigger "InvestigationDistCheck" under the Condition tab of the trigger?
make sure you get the syntax right, check examples
I really don't know what is your goal by using this command and how your mission is set up
- I have a town filled with indfor and one singular opfor officer.
- during the fighting between blu and ind, the opfor officer will die in the crossfire.
- once the player's first task (kill all indfor in the town) is complete, give them a second task
- the task marker is synced to the opfor officer, so the player knows exactly where he is/was
- the second task is just to stand on top of the opfor officer's body for 3 seconds
Since the opfor officer starts the mission standing out in the open, he could theoretically hide anywhere in the town, maybe running inside a building, or dying in the open or in a bush, etc. I want to make it so no matter where he died, the player has to stand on top of his death location for 3 seconds to complete the task
okay, i got it to work. You were right, I was using the incorrect syntax. Thanks!
can someone help me with a object rotation
Yes.
Depends alot where and who and when
yeah just hold the left Shift Key then you can spin the object š
maybe thats what he ment i don't know
Excuse me ,Why does my GCAM MOD keep shaking when I lock the camera onto a fixed-wing view, and is there any way to fix it ?
ask the author š
this is a channel for editor discussion
Is there a module / option / mod / script that lets players take over a friendly AI (something like zeus remote control) when they die?
i have this on a object attaching to another object but when i start the scenario it spawns it a diffrent rotation how do i rotate it so it spawns the right way when its spawned {usa_flag attachTo [usa_hunter, [1.6, -2, 0]]; usa_flag setVectorDirAndUp [vectorDir usa_hunter, vectorUp usa_hunter]; this setObjectScale 0.4;}
i put the code in {}
@dim kindle So what i do before i use attachTo:
is i make sure the main vehicle that im attaching things to: is set to 0-North: or 180-south:
depending on what vehicle or thing, im going to attachTo the Main vehicle
this makes it easyer to figure the rotation: in the x or y or z:
after the attachTo: is complete, then i rotate the main vehicle as needed: via script or what not
// example 1
//SDV = createVehicle
_vtype = "O_SDV_01_F";
SDV = createVehicle [_vtype, (getMarkerPos _mrk), [], 0, "NONE"];
SDV setDir 180;//<-------------
sleep 3;
//Submarine attachTo SDV
Submarine = "Submarine_01_F" createVehicle position SDV;
Submarine attachTo [SDV, [4.45, 0, 1]];
Submarine setDir 180;
sleep 2;
// setDir Of The U-Boat To The Marker Dir that it Spawns at
SDV setDir markerDir _mrk;
sleep 2;
the hard thing iv found is rotating things like a ramp: but iv been able to do it with this course of action
did you read the biki on attachTo?
it rotates related to the object that is attached
now i know
if you want the object stay in the same rotation/pos, I have a solution, just need to grab it from my pc
u good i just used the example code above i set the parent object to xyz 000 and rotated the object -90 degrees

oh nice
this is kind of a long shot
i'm not sure what is causing it but when I click backspace in zeus it doesnt hide unit icons or waypoints or anything
it hides the actual interface i.e. unit spawning menu and such but it doesnt hide the unit icons/waypoints/etc
check your modlist
i found it, it was the immersive hud mod
that is beautiful! thank you for the link! š
can someone help me with dlc contact mp mission on livonia?
created a simple mission with some zeus'es, players and respawn points
While trying to launch this mission in MP mode, it creates an error that repeats itself every second
I think this happens when you have run out of spawn points or tickets, something like that
But i didn't enable ticket system
Just "respawn on position", added respawn_east_1
i set it up like it is intended, in editor.
thank you, but i solved the problem. Arma 3 contact is not compatible with mp functions
https://steamcommunity.com/sharedfiles/filedetails/?id=3209149058&searchtext=contact+unrestricted
this mod helped, with deleting some of the contact dlc .pbo's
I wanted to set up an objective where, as soon as the players destroy a communications tower, a trigger deactivates. it's specifically a sound trigger
anyone know how i could do that?
bunch of videos on youtube on how to manage that
then link one, because all the ones im managing to find are practically the opposite of what im trying to do
wdym by that?
that they arent the videos im looking for
because they arent doing what im trying to do
the trigger setup in question is just a trigger that plays SFX and i just want that SFX to end when a building (the tower where the sound will be coming from) is destroyed. theres no real setup because im not sure how to do it
thats why im asking here
and the videos i found are primarily discussing how to end a task when a building is destroyed which isnt what im looking for
@magic magnet
hmm, so
-
what does activate the trigger that plays sound?
like, screenshot that trigger setup, for example -
could do with some scripting - name the tower (a variable like; contor_mytower1)
then in trigger OnDeactivation something like;
OnActivation: playMusic "somefancyMusicClassnameHere";
OnDeactivation:
if (!alive contor_mytower1) playMusic"";
Now with looping sound it gets a bit more complicated, but doable;
https://community.bistudio.com/wiki/playSound
https://community.bistudio.com/wiki/alive
Code used: http://pasted.co/0f37545c
Alternative link for the code: https://www.pastery.net/zgvftp/raw/
This week we take a look at looping code with While...Do..., a very useful construct that can find its place in many scripts. I recommend you to definitely try out a couple simple scripts with the while...do... statement because it often open...
Or just use SFX that loops sound on the trigger.
Just delete the trigger when your tower is not alive.
So you don't need to set up another loop
how would i delete the trigger? how does that work? now i am curious^^
deleteVehicle thisTrigger
Thank You! noted!
I'm unable to sync Waypoints like I see in tutorials, is there something I need to set up to do that?
sync waypoint with what
well Iwas trying to sync the Get In waypoint of a unit with the Load waypoint of a chopper. But it seemed to work fine just linking the Get In waypoint to the chopper directly
and this is how it's supposed to work
https://community.bistudio.com/wiki/Waypoints#Load
https://community.bistudio.com/wiki/Waypoints#Get_In
"syncing" them, whatever it's supposed to mean, wouldn't work because both are meant for a group to get in a vehicle
So, I'm trying to make a mission currently with an irradiated area, and I'm using the game's triggers and RHS's geiger counter sound effect for it, like the picture below. But despite being set to 'Repeating', the sound only plays once while the player is in the area and never again. Is there any way to set it to repeat whenever the sound clip ends as long as they're in the area?
Hey folks question, got a weird issue when launch my Mission the vehicles I have explode before respawning again, tried raising them off the ground moving them, having them all have seprate respawn triggers etc. can't seem to figure out a way to stop them from exploding any Ideas or fixes?
Hi, does anyone know how to make anti-air shoot into the sky for effect during a mission in the eden editor?
I remember there is a flak effect from spearhead 1944 but thatās just a environment effect worth a mention tho
are you using hide objects module for some reason?
They are in the map but not anywhere near the vehicles that are exploding are spawning
are the vehicles inside some other building?
is there an exsisting vehicles there and a vehicle spaws on top of the other vehicle
would need more info on what you have going on in the mission
hmmm when you lanuch the mission hmmm
@remote storm did you try respawn module they work great
There are no vehicles there before hand and I have them on a respawn but when I load the mission up they explode.
regarding the mission I have a modified Antistasi one that Iām planning to play
Nope everything is outside⦠Iāve had an exploded vehicle wreck end up in a building but thatās about it
hmmm i use the respawn modules they work great
If it helps I can show you my issue in voice chat by streaming my game
wait are you doing this on antistasi?
yeah