#arma3_editor

1 messages Ā· Page 23 of 1

wispy marsh
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Okay thanks man

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Also one question, this thing applies to the custom uniform im gonna make, right?

lethal pulsar
wispy marsh
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Because im planning to make it compatible to vanilla and Other mods

lethal pulsar
wispy marsh
quartz dawn
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[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.

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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.

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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.

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However the mission does show up and is playable from the singleplayer>scenarios menu on the home page.

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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...

ā–¶ Play video
plain gale
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The pbo goes into the Arma 3 folder >> Missions or MPmissions

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Or you unpack it and then it goes into the profileFolder >> missions

quartz dawn
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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.

midnight wharf
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Don't know where to ask anyway, can I make glowing eyes for an character?

prisma oyster
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I tried doing so, unfortunately these eyes do not follow the character correctly (update too infrequently)

midnight wharf
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How about making an character model that has just white eyes

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that "glow"

prisma oyster
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it would imply modding

tame field
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hi

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some person know how play dayz mod

sinful zenith
lilac barn
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how do i make GUI small in edito?

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its huge

small patrol
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Video options > UI Scale

lilac barn
small patrol
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Display

lilac barn
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or AA&AP

lilac barn
unkempt hemlock
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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

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screenshot showing that the item shows up in config viewer

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yet nothing in the object search

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i would like to raze whatever mod does this from my modlist

plain gale
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Does it show up if you type class land_laptop ?

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For me it does

fossil urchin
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I tested same

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class Land_Laptop_03_black_F
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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)

unkempt hemlock
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my friend also couldn't find the items i was looking for

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i also searched "mod enoch" and every item in contact aside from the specific items i was looking for showed up

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i have narrowed down the problem to being that Items_base_F has its side assignment broken for some reason

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i wasn't aware it needed a side ngl

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found the mod, it was an old unsupported mod

bronze herald
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how do i use my DLC's when in eden editor?

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cant seem to find any of them. bought the mobilastation dlc witch inkludes the lepoard 1 A5 but cant find it.

small patrol
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Install and Load Global Mobilization

whole rampart
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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.

plain gale
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Check terrain quality on the dedicated server

sick meadow
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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?

turbid olive
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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

sick meadow
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i'll figure something out- thanks for the tip!

opaque token
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I just worked around it.

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Checkboxes worked fine for me

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But text control did not

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Made a few controls of my own, its pretty nice

normal swift
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does anyone remember the arma 3 mod that is LIKE deformer, but specifically works under placed objects?

dim kindle
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gentlemen Turkish special forces green gendarmerie special operations Police special operations in black tools URAL

fluid pollen
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anyone remember the name of the eden editor mod that turns the debug console into a proper script editor with syntax highlighting etc.?

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never mind. i found it re-uploaded as Advanced Developer Tools

acoustic reef
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How do I use the LCC in the editor? The standard method of this moveInCargo does not seem to work?

lethal pulsar
acoustic reef
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Why can I never get transport unload to work šŸ™

slow jewel
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what's LCC ?

acoustic reef
# slow jewel 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

gray moat
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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

fossil urchin
gray moat
# fossil urchin You could hide that object on start and add Killed evenhandler on 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?

acoustic reef
acoustic reef
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Why isn't my invisible helipad working?

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I think I have it set up right but the crew still refuses to jump out

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And in game the only option is to "eject"

acoustic reef
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The Heli always gets stuck 20m above the get out waypoint

prisma oyster
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it won't try to land if there is nothing to land on

acoustic reef
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I thought as long as they had an invisible helipad it would still allow the crew to jump out?

gray moat
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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?

turbid olive
# gray moat is there a way to make it so that if a setnumber or percentage of civilians are ...

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

gray moat
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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

fossil urchin
turbid olive
scarlet hedge
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how do I delete bodies on respawn I forgot? and make units spawn with a specific loadout? (they spawn with defualt NATO loadout instead)

fossil urchin
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Or starting loadout

scarlet hedge
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I just came back to Arma after a long time and I swear there used to be an option for it in the editor

winged raftBOT
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Check your messages!

scarlet hedge
gray moat
scarlet hedge
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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.....

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Now what?

gray moat
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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

turbid olive
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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

gray moat
native badger
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wch number are the shoes from the Overrall ?

0 is the skin but 1 and higher dosent work as the shoes and gloves ?

sudden veldt
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How would I find the classname of an artillery piece's ammunition?

plain gale
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Or look up the vehicle in the config viewer and look for magazines. Should be in the turrets subclass I believe.

gray moat
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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?

plain gale
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Depends. You can have the AI shoot and just use setDamage to kill the target.

gray moat
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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

plain gale
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What kind of barricades. You could use anything in combination with invisible walls so that players can't climb over.

gray moat
# plain gale What kind of barricades. You could use anything in combination with invisible wa...

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?

plain gale
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Name the invisible wall myWall and put in a trigger on activation deleteVehicle myWall

gray moat
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Wouldn't it be an object and not a vehicle tho?

plain gale
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Doesn't matter

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In arma all props are vehicles.

turbid olive
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are you worried that players might activate a trigger?

turbid olive
# gray moat yes

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...

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so you put this in the trigger's condition

alpine terrace
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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

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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

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However, for some reason, the server keeps crashing during mission testing, and the RPTs dump this error

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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"

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Anyone know what "the operative map" is?

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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)
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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 meowsweats

alpine terrace
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Fixed it

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Solution was either 1) Pathing problems on the ship, or 2) Damage enabled on the parts, resulting in lots of unnecessary calculations

alpine terrace
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I lied

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Didn't fix it

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Any suggestions welcome

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Not optimistic about getting the mission fixed in time

crude blaze
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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)

turbid olive
turbid olive
crude blaze
# turbid olive 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

turbid olive
crude blaze
turbid olive
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the AI will move to attack

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so if you know how to spawn them, I guess it's the way

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if not, disableAI

crude blaze
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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.

turbid olive
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you can use disableAI "autotarget" and "target"

crude blaze
crude blaze
turbid olive
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also there are group event handlers

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read them

alpine terrace
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It’s a frustrating setback if I can’t get it working

tranquil kernel
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Not sure if this is the place but where could I start learning if I wanted to start creating operations for a small group?

turbid olive
alpine terrace
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We’ve narrowed it down though, we think it’s caused by WebKnight Grunts phasing through walls when killed

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Something about the animation glitch

turbid olive
alpine terrace
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That's not a bad idea though

turbid olive
turbid olive
# alpine terrace THAT’S what that message is for?!

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).

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I hope you can fix it šŸ™‚

alpine terrace
alpine terrace
slow stone
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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.

neat zodiac
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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 😭

turbid olive
neat zodiac
# turbid olive 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

turbid olive
neat zodiac
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i also want there to be two diff spawn locations

turbid olive
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just place playable entities

neat zodiac
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i want the two spawn points

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also idk what was wrong but zeus didnt work with them

turbid olive
turbid olive
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tell us everything

neat zodiac
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I want two spawn points. Separate locations

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Zeus slots

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two of em

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and then slots for other players

turbid olive
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last one you can achieve by just placing playable entities

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the second one is like I've said

neat zodiac
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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

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thanks for the help

turbid olive
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you can achieve this by placing markers and teleporting players to the randomly selected marker

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and this requires a little script

neat zodiac
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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

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i used to be in a server that did that, and i have no clue how they did it

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and i lowk should ask them

turbid olive
neat zodiac
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i think i figured it out

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i had some bs settings ticked

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and it wasnt showing up

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now it worked

turbid olive
neat zodiac
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tysm

rocky creek
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how can i limit respawns to one side and make the other side play without respawns with 1 life respawn?

onyx willow
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Hello there, I'm trying to make a faction with mod Alive and everytime I put a facewear on a soldier changes randomly

gray moat
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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?

plain gale
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That works. The in the Spearhead campaign you can play like that.

fallow musk
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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)

gray moat
turbid olive
ashen ruin
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i need some help

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friend sent me a pbo file with the mission were both making

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and every time i try and start it it says error when loading scenario

turbid olive
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what's the error

ashen ruin
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it literally just says "error when loading scenario"

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@turbid olive

fossil urchin
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!rpt

formal muralBOT
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Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

ashen ruin
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whats weird is that the mission is like

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96kb

gray moat
turbid olive
gray moat
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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?

turbid olive
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just do it, if you not get something working you come back here

gray moat
turbid olive
gray moat
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Hm ok fair enough

gray moat
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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?

slow jewel
obsidian obsidian
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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

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and use it freely

turbid olive
onyx willow
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I'm having some troubles to create my custom faction, can somebody help me?

small patrol
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Don't ask to ask just ask.

onyx willow
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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

final hill
lime bronze
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Hello! I’m 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. I’ve done some research and I think it is because of ā€œEPE manager releaseā€ to which I know you’ve replied multiple time to however I can’t find a straight answer for how to fix this. Please help! Thank you in advance

lime bronze
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Sorry if this is in the wrong chat but myself and my partner have done a combined 20 hours of research and can’t find sweet F all to help usšŸ˜‚ I’m really praying to the arma gods here.

turbid olive
lime bronze
turbid olive
lime bronze
turbid olive
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send here the rpt log

turbid olive
# zinc token 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

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I suggest you review all those mods

zinc token
turbid olive
zinc token
turbid olive
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check server.cfg

zinc token
turbid olive
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use CUP or RHS not both

bronze slate
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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

turbid olive
turbid olive
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are you using zeus enhanced mod?

bronze slate
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just 3den enchanced

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ace

turbid olive
# bronze slate not sure tbh

how come? are you using or not? if not I suggest you start using it because vanilla zeus sucks in some aspects

gritty needle
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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

small patrol
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First, unload all Mods to try if your Mods are doing something wrong with it

turbid olive
gritty needle
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Imma be honest, I’m 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

gritty needle
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Oh dang, that worked, thanks!

slow jewel
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you didnt say what worked: tell us what worked you just said that worked

turbid olive
sick meadow
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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?)

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or general tips, anything is appreciated

sick meadow
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thanks a ton!

turbid olive
# sick meadow 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

sick meadow
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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?

turbid olive
sick meadow
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sweet

turbid olive
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you can work around without using "player" by, if all players are near, _centerPlayer = selectRandom allPlayers

sick meadow
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i've had a couple run ins with that issue beforehand but usually to comedic effect

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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

turbid olive
sick meadow
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ahh

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i learn something new every day

turbid olive
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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)

sick meadow
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gotcha

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thanks!

turbid olive
faint seal
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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

fossil urchin
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Simple Support Services (i assume)

cursive zephyr
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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

sinful zenith
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That message is irrelevant, continue looking for other errors (if you even have any issues)

cursive zephyr
# fossil urchin Simple Support Services (i assume)

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

sinful zenith
#

Did you double check the modlist you're loading yet? checking if ace is loaded should be fairly simple

cursive zephyr
#

we didnt have any problems a month ago

sinful zenith
#

Well as soon as you put down modded stuff, you'll need to load mods yeah.

cursive zephyr
#

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

sinful zenith
#

Did you check the logs?

cursive zephyr
#

yup keep saying its been deleted

sinful zenith
#

I think deleted is not a word that the logs use

cursive zephyr
#

and when it didnt the slots were gone

sinful zenith
#

You can send me a server RPT and I'll take a look

cursive zephyr
sinful zenith
#

You said you checked the logs, these logs I mean

sinful zenith
#

It doesn't try to load any mods

#

-mod= parameter is not set

cursive zephyr
#

how would one fix that

sinful zenith
#

Set the -mod parameter to load your mods

rustic hazel
#

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...

rustic hazel
#

The problem turned out to be that I was deleting respawn handler while running respawn handler.

scarlet crystal
#

very fitting username

coarse island
#

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.

turbid olive
# coarse island anyone know of a good mod for going undercover from ai until you shoot?

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 ...

ā–¶ Play video
coarse island
turbid olive
#

there's also an EH WeaponChanged

coarse island
#

i just wish their was a workshop mod lol, im not good with the scripting stuff

turbid olive
coarse island
#

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

turbid olive
coarse island
#

wonder if chat gpt can write this up

turbid olive
#

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

coarse island
#

i bet all i would have to do

#

now that im thinking ab it

turbid olive
#

what you can do with chat gpt is to make you learn it

coarse island
#

is just put a trigger

turbid olive
#

like explain stuff

coarse island
#

where the snatch and grab occurs,

turbid olive
#

but not making codes by itself, got it?

coarse island
#

yes

turbid olive
#

it's best to use your brain for coding

coarse island
#

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

coarse island
#

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

turbid olive
#

but if you want to start scripting, if you have some doubts you just come here and ask

coarse island
#

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

turbid olive
#

you can do this by using triggers aswell

coarse island
#

like on the trigger activation

turbid olive
#

units in the area

coarse island
#

ohh

turbid olive
#

you can use thisList to get all units in that trigger's area

coarse island
#

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

turbid olive
#

forEach, like

{_x disableAI "target"}forEach thisList
#

the trigger must have some activation type, like anybody or east...

coarse island
#

blufor

turbid olive
#

west

coarse island
#

bc i want only want them alerted when we are in the area

turbid olive
#

create a trigger with activation type that you want

#

and then run some code on the activation to enable/disable AI's features

coarse island
#

yea

turbid olive
#

I mean, you still need to learn some basics commands

coarse island
#

i think i got it

turbid olive
coarse island
#

ill do some testing

#

and figure it out

turbid olive
#

start searching in biki for commands

#

like those I've said

coarse island
#

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";     // won’t pick targets
    _x disableAI "AUTOTARGET"; // won’t auto-aim
    _x disableAI "WEAPONAIM";  // won’t aim their weapons
    _x disableAI "WEAPON";     // won’t fire weapons
} forEach (units groupName);```
#

like this

#

chatgpt gave me this

#

going to test now

turbid olive
coarse island
#

yea

turbid olive
coarse island
#

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

warm wharf
scarlet crystal
spare rose
#

How does one set map boundaries in the 3DEN editor? I'm trying to make a Conquest map and game mode.

undone basalt
dim kindle
prisma oyster
worn iron
#

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

sick meadow
#

is there a way to actually give a patrol that i spawn through BIS_fnc_spawnGroup waypoints (like following a random patrol?)

solar anchor
#

can anyone help me with a convoy ambush

small patrol
#

Don't ask to ask

solar anchor
#

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.

turbid olive
#

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

craggy sphinx
#

I have a question or two about the show/hide module, would here or #arma3_scenario be the place to ask?

craggy sphinx
#

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.

craggy sphinx
#

Also, is there a script, module, or something else, that is a way to add more radio trigger channels past Juliet?

prisma oyster
turbid olive
craggy sphinx
# prisma oyster Negative But you can use a commanding menu instead?

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

craggy sphinx
turbid olive
craggy sphinx
worn iron
#

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?

plain gale
#

One trigger should be sufficient though

worn iron
turbid olive
#

but can be right, seeing for the second time

worn iron
#

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
turbid olive
#

so is not showing off the completion of the task?

#

completed nor failed?

worn iron
#

yeah

#

i removed the "skip waypoint" type from the trigger, and it immediately started working correctly, but for obvious reasons the helicopter remained stationary

turbid olive
dim kindle
#

Hey when i fire an RPG it causes damage to me in arma 3, do you guys know what mod causes that?

turbid olive
sick meadow
#

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

craggy sphinx
#

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

craggy sphinx
sleek harness
#

Yo how does one spawn ai enemy waves using triggers in arma? I’ve been trying to follow YouTube videos but they haven’t worked

#

I want the ability to hide them and then when I step in the trigger they appear

slow jewel
#

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

hazy pecan
#

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?

turbid olive
# hazy pecan hey im need help im new to the editor and im try to make an a mission for me and...

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 ...

ā–¶ Play video
hazy pecan
#

im need more like if i hold a gun the opfor will shoot me

turbid olive
limpid carbon
#

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?

scarlet crystal
#

define "use" in your case. Because if you want to apply them on a unit, just use switchMove/playMove with a relevant classname.

limpid carbon
worn iron
#

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?

rose ridge
#

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

turbid olive
marsh lotus
#

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?

vestal perch
#

terrain making is its separate thing

#

and many of the thigns like where grass and roads are are baked on the map

marsh lotus
#

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^^

vestal perch
#

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

peak pendant
#

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.

worn iron
#

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?

round jetty
#

What does performance warning mean ?

#

10-20k lines spam

plain gale
round jetty
#

Performance warning: object name < metres (distance) smth like it

ashen marsh
strange lava
#

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?

plain gale
#

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

hidden sedge
#

Will we be able to sort the unit's order as shown in the server lobby?

strange lava
#

Thank you very much:)

boreal rock
#

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

cursive zephyr
#

anyone know how to fix the missing and unrecognized mods, also why some mods wont change to lowercase

lyric rapids
#

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

small patrol
#

Check Config Viewer

lyric rapids
#

And is there a way to control mine damage?

small patrol
#

What is "mine damage?"

#

A landmine?

lyric rapids
#

Yes

lyric rapids
small patrol
#

What are you trying to achieve?

lyric rapids
#

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

small patrol
#

So you say, you want a scripted damage and use a mine only for its effects, but no damages

lyric rapids
#

Yes, exactly

small patrol
#
  1. setHit or setHitPointsDamage command
  2. Easiest way probably is just allowDamage
lyric rapids
#

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

small patrol
#

You can use it to the crew in it too

lyric rapids
#
private _units = crew myVehicle;
{ _x allowDamage false; } forEach _units; 
sleep 1;
{ _x allowDamage true; } forEach _units;

something like this?

small patrol
#

Yes

lyric rapids
#

Will test it, thanks

arctic mica
#

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).

primal yacht
#

hey any way to save zeus compositions in the eden editor?

cursive zephyr
#

anyone here use havoc hosting

queen nova
#

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.

wet nest
#

anyone know of a mod that cuts to black as soon as you die, similiar to the effect in hell let loose?

wet nest
#

how?

elder belfry
#

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 šŸ˜‰

hard ocean
#

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

turbid olive
#

so you can check their documents

hard ocean
# turbid olive looks like antistasi to me

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

prime heart
#

Anyone understand this?

prisma oyster
hard ocean
#

Script you wrote or just mods?

A empty string is being passed from the looks of it

prime heart
#

Its an actual module in eden editor

hard ocean
#

Does it have arguments you can set and haven't?

solid coral
#

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

plain gale
#

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.

solid coral
#

worth a try

#

thanks

foggy geyser
#

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!

prime heart
#

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.

native stirrup
#

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;
small patrol
#

Yes. Just unpack the PBO

#

I wasn't aware that Altis Requiem have such detail, though. I may take a look later maybe?

gloomy geyser
#

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

gloomy geyser
#

where would I put that text, into the init of the respawn point?

turbid olive
gloomy geyser
turbid olive
scarlet crystal
storm robin
#

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

lilac swan
#

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 ^^

small patrol
#

First off, you need to be more specific. What is Hunt is this cotnext? How it supposedly work, how it supposedly done?

lilac swan
# small patrol First off, you need to be more specific. What is Hunt is this cotnext? How it su...

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

small patrol
#

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

lilac swan
#

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

small patrol
#

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
lilac swan
#

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

small patrol
#

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

lilac swan
#

Yeah I get that, I'm just trying to find where/what documentation there is on how to use said triggers and scripts

small patrol
lilac swan
#

Splendid, thanks!

#

I think I got an idea of it, testing time

lilac swan
#

I have to be honest it was actually easier than I was expecting

small patrol
#

Yep

#

"Just" such simple task can be done in a very simple ways

lilac swan
#

Now to make an infiltration chopper and delete it after 30 seconds (after it's out of view)
for ✨ effective performance management ✨

Because it's better to establish good practices sooner rather than later

#

Seriously though, thanks again

carmine star
#

Hi

#

Anyone knows a mod to shot a pistol from inside a car?

scarlet crystal
#

This would have to be a car that was modelled to allow shooting from it. Not really editor related.

hearty pier
#

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.

lilac swan
#

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

lilac swan
#

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

small patrol
lilac swan
small patrol
#

You can of course use that command too

lilac swan
#
_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

lilac swan
#

That doesnt' work either, for some reason it isn't affecting AI

turbid olive
small patrol
#

You are only applying it into the first detected unit, not all of them

lilac swan
#

How do I apply it to all of them? I assume it's something to do with for each?

small patrol
#

forEach

lilac swan
#

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

lilac swan
#

Trying to figure out why the condition isnt' setting _isDestroyed to false, even though everything shows up as true

lilac swan
#

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

white grove
#

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

lyric rapids
#

Is there a way to get all units inside trigger?

small patrol
#

thisList?

plain gale
#

thisList!

feral hornet
#

I need some help with ACE Medical settings please

scarlet crystal
#

Here you are

feral hornet
scarlet crystal
#

You tell me, you have a problem, so do explain

feral hornet
#

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

scarlet crystal
#

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.

feral hornet
#

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?

feral hornet
#

so now its turning clear velocity wounds into avulsions

#

like one shot is turning into a red x3 avulsion wound

crystal rain
#

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?

turbid olive
crystal rain
lilac swan
#

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)

turbid olive
lilac swan
#

Ah, would that setting work in singleplayer too with AI?

#

I saw it for multiplayer

turbid olive
#

there are a bunch of commands related to that

#

also it's something that is feature in antistasi very well

lilac swan
#

I see I see, thanks!

vestal perch
muted peak
#

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

shadow sentinel
#

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

scarlet crystal
#

show the content of your description.ext

little umbra
#

By chance is there a sog jump mission mod

little umbra
#

Like a Sog prairie fire static-line/HALO/HAHO mission mod

proud stratus
#

Dont work mod

vestal perch
#

if mod does not work, you just cant use it

proven grove
modest bronze
#

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).

proud stratus
#

hou key keyboard editor map arma 3 ?

turbid olive
proud stratus
#

code texture flag kurdistan or iraq arma 3 i need

turbid olive
#

actually I don't remember if this is the right code for changing the flag texture

#

but you can find mods with flags

clear sorrel
#

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

scarlet crystal
#

mods?

prisma oyster
small patrol
#

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

turbid olive
#

texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa");

clear sorrel
#

eitherway i tried disabling and enabling it didnt work

plain gale
#

What mods do you use.

oblique dock
#

tf is this????????

prisma oyster
prisma oyster
oblique dock
#

first time seeing ads not in a mobile game

#

šŸ’”

prisma oyster
#

gib monies or no Tanoa for you 😈

last parcel
#

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

plain gale
#

Get out waypoint.

clear sorrel
#

There are a bit

small patrol
#

"There are a bit" means you do

turbid olive
clear sorrel
#

Okay , worked , thanks for the assistance

turbid olive
arctic summit
#

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

unborn arch
amber cosmos
#

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?

plain gale
#

They need to be sorted in there manually.

small patrol
#

CfgSounds or literal all wss/ogg files? Either way, it's "possible" however it's not an easy task to create a player

small patrol
#

Why you have to delete your original post? That's quite rude

plush sedge
#

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.

scarlet crystal
#

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.

wild orchid
dark lichen
# plush sedge Hello everyone, I would like to know if it is possible to have a PDF of the SOG ...

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 šŸ¤·šŸ¼ā€ā™‚ļø 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.

plain gale
visual field
#

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

worn iron
#

does anyone know of any good vanilla/dlc props that could be used to make a boarded up window?

novel widget
#

@visual field if the buildings are in editor, yes. If they are not, no way.

visual field
#

k

lucid comet
#

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?

plain gale
#

What do you mean by load?

#

They are invisible or whatr?

lucid comet
#

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.

plain gale
#

Maybe the sqm got corrupted, but usually it complains then.

pine garden
#

@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.

green burrow
#

3D editor compatible ? @pine garden

pine garden
#

@green burrow Seemed to work when I tried it a couple of months ago.

green burrow
#

Hmm, hopefully, but theres been alot of updates since then in the beta

storm marten
#

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.

plain gale
#

Hmm.. what about giving the object a variable name and do a not alive check?

meager steppe
#

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

storm marten
meager steppe
earnest cosmos
#

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

dark lichen
worn iron
dark lichen
#

Happy to help.

gaunt wigeon
#

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.

turbid olive
#

what happened with other players that respawned after him?

meager steppe
#

is there no way to force the player into an ambient action?

prisma oyster
#

sure, why not?

meager steppe
# prisma oyster 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

gaunt wigeon
turbid olive
#

or something in the respawn module

gaunt wigeon
# turbid olive do you have some sort of scripting when a player is on the base that might affec...

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.

turbid olive
#

you just need to target it right in the function

gaunt wigeon
gaunt wigeon
#

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.

turbid olive
gaunt wigeon
#

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

turbid olive
gaunt wigeon
# turbid olive I literally did nothing šŸ˜‚ but still, I want to know what's the goal with that ...

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.

turbid olive
#

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

gaunt wigeon
#

If i do it in the InitPlayerLocal

turbid olive
#

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

turbid olive
gaunt wigeon
#

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.

turbid olive
#

😭

#

too much text

#

do it like I've said and test it out

#

you can use multiple ways to get the respawn point back

gaunt wigeon
turbid olive
#

like using event handlers

#

Mission Event Handler "EntityCreated" should do the job

turbid olive
gaunt wigeon
#

My experience is that using units as respawn positions is a bit bugged, but i will try again šŸ™‚ Thank you for your suggestions

turbid olive
#

it's not

#

your script is bugged

#

you've been calling this on the initPlayerLocal

gaunt wigeon
#

I didn't use my script at the time where i used units as respawn positions

turbid olive
#

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

gaunt wigeon
#

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

turbid olive
gaunt wigeon
#

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

turbid olive
#

I was talking about initplayerlocal

gaunt wigeon
#

Oh i see.

meager steppe
#

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

gaunt wigeon
# turbid olive I was talking about initplayerlocal

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.

turbid olive
#

wait

gaunt wigeon
turbid olive
gloomy geyser
#

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?

gaunt wigeon
turbid olive
gaunt wigeon
#

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

turbid olive
#

Okay I will run some tests later

#

and send you the updated files

gaunt wigeon
#

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

turbid olive
#

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

meager steppe
#

I see now.

#

Is there one that is crouching?

gaunt wigeon
# turbid olive you need to test with a friend and only with my script

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.

turbid olive
#

-1 has the same effect, but it ignores onPlayerRespawn.sqf at start

meager steppe
gaunt wigeon
# meager steppe Is there one that is crouching?

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

meager steppe
meager steppe
#

I think I fixed it actually

#

with two seperate functions for the client specifically

sick meadow
#

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)

sick meadow
#

looks like it, cheers

meager steppe
#

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

meager steppe
#

just going to a backup..:/\

amber cosmos
#

how would I **reveal ** all the units in a trigger area?

small patrol
amber cosmos
#

ty šŸ‘

quasi mauve
#

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!

plain gale
#

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.

quasi mauve
#

oh that would be great. I thought the expression field was for giving specific loadouts etc for the vehicle. So thats good to know.

quasi mauve
plain gale
#

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.

quasi mauve
#

I have, nothing really gives me the specifics im after, either that or im searching the wrong thing

plain gale
#

If you ping me in 3 hours I can spend a few minutes to look into it.

quasi mauve
#

that would be awesome man

dim kindle
#

Hey so Ive set up respawn positions but I keep spawning in the water? any help would be greatly appreciated

quasi mauve
#

@plain gale i live in aus so i went to bed haha, let me know if you have some time!

turbid olive
worn iron
#

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

small patrol
#

Which side the police is?

quaint sorrel
#

101 works with Eden, yes

slow jewel
#

maybe east

warped jacinth
#

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?

small patrol
#

A chest?

warped jacinth
#

yea

small patrol
#

Do you mean a vehicle inventory

warped jacinth
#

no i mean for example the Land_PlasticCase_01_small_gray_F

small patrol
#

So it is a vehicle inventory

warped jacinth
#

Like this one

warped jacinth
#

Thank you

small patrol
#

You solved it or?

warped jacinth
#

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;)
"

ashen marsh
#
(((getMagazineCargo chest1) select 0) findIf { _x in ["Item_FlashDisc", "Item_Files", "Item_Wallet_Traitor", "Item_SatPhone"] }) >= 0
warped jacinth
#

Ah okay thank you ill try it šŸ™‚

#

Okay i dont know what the problem is but its not working, the trigger isnt activating

ashen marsh
#

Check using debug console what (getMagazineCargo chest1) select 0 and (getItemCargo chest1) select 0 returns.

warped jacinth
#
  1. ["Files", "Wallet_ID", "SatPhone","FlashDisk"]
  2. []
ashen marsh
#

OK, now you can fix class names.

warped jacinth
#

Ah okay so i have to use this names?

ashen marsh
#

Yes.

warped jacinth
#

Okay let me check šŸ™‚

#

So thats the new code?!
(((getMagazineCargo chest1) select 0) findIf { _x in ["FlashDisk", "Files", "Wallet_ID", "SatPhone"] }) >= 0

ashen marsh
#

Yes.

#

By the way, should the trigger fire when all 4 items are in chest1 or any?

warped jacinth
#

The Trigger hat to fire if the 4 items are in chest1

#

YEAAAAAHH it worked!!!!

ashen marsh
#

Then use this code:

_items = ["FlashDisc", "Files", "SatPhone", "Wallet_ID"];

(count (((getMagazineCargo chest1) select 0) arrayIntersect _items)) == (count _items)
warped jacinth
#

Okay wait

ashen marsh
#

With the first code the trigger will fire if any item is in chest1.

warped jacinth
#

Ah okay i check the new one šŸ™‚

#

Yess its working

#

Thank u so muchhh 😁

limber ravine
#

Left Force respawn disable
Right Force respawn enable

No have problems
But force respawn no return vehicle in curator interface

rough canyon
#

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

limber ravine
ionic herald
#

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?

worn iron
#

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

turbid olive
storm robin
#

is ther an altis remastered map perhaps

#

like an altis but without the leveled towns

#

pre war altis

vestal perch
amber cosmos
#

i'd do it by hand if your ao is small enough tbh

granite willow
#

does anyone know what props were used here? i need to build a bridge like this but cant find how

small patrol
#
  1. Preview
  2. typeOf cursorObject in Console
tacit dew
#

Hey, in Eden, I use the empty module to set a respawn by using ā€œrespawn_westā€ or ā€œrespawn_eastā€ but I don’t know what it would be for independent

#

Anyone know?

tacit dew
#

Sweet thanks

worn iron
#

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

  1. activate and assign a second objective after the first objective finishes
  2. 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
worn iron
turbid olive
#

do you want to follow the unit? use attachTo

worn iron
turbid olive
turbid olive
worn iron
# turbid olive I really don't know what is your goal by using this command and how your mission...
  • 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

worn iron
dim kindle
#

can someone help me with a object rotation

fossil urchin
slow jewel
#

yeah just hold the left Shift Key then you can spin the object šŸ™‚

#

maybe thats what he ment i don't know

south flare
#

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 ?

turbid olive
#

this is a channel for editor discussion

shrewd bolt
#

Is there a module / option / mod / script that lets players take over a friendly AI (something like zeus remote control) when they die?

dim kindle
#

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 {}

slow jewel
#

@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

turbid olive
#

it rotates related to the object that is attached

dim kindle
turbid olive
#

if you want the object stay in the same rotation/pos, I have a solution, just need to grab it from my pc

dim kindle
turbid olive
slow jewel
#

oh nice

gaunt yarrow
#

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

gaunt yarrow
flint thunder
ember skiff
#

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

plain gale
#

That's a vanilla function.

#

We would need to know how you have setup the respawn

turbid olive
#

I think this happens when you have run out of spawn points or tickets, something like that

ember skiff
#

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.

magic magnet
#

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?

turbid olive
magic magnet
#

then link one, because all the ones im managing to find are practically the opposite of what im trying to do

magic magnet
#

that they arent the videos im looking for

#

because they arent doing what im trying to do

scarlet crystal
#

then what videos did you check

#

or show the trigger setup you have

magic magnet
#

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

flint thunder
#

@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

https://community.bistudio.com/wiki/while

https://www.youtube.com/watch?v=KgHSpeWu9WM

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...

ā–¶ Play video
fossil urchin
#

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

flint thunder
#

how would i delete the trigger? how does that work? now i am curious^^

turbid olive
flint thunder
#

Thank You! noted!

thick zenith
#

I'm unable to sync Waypoints like I see in tutorials, is there something I need to set up to do that?

thick zenith
# turbid olive 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

scarlet crystal
polar pawn
#

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?

remote storm
#

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?

mental brook
#

Hi, does anyone know how to make anti-air shoot into the sky for effect during a mission in the eden editor?

remote storm
turbid olive
remote storm
turbid olive
slow jewel
#

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

remote storm
remote storm
slow jewel
#

hmmm i use the respawn modules they work great

remote storm
turbid olive
remote storm
turbid olive
#

I don't think it's a good idea, a lot of things get initialized at the mission start

#

if it's something, maybe a mod that you're using or some antistasi script