#arma3_editor

1 messages · Page 24 of 1

remote storm
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I'm wondering if its maybe because it's close to my mission start location cause non of the other vehicles mess up

slow jewel
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yeah i don't know about Mods

turbid olive
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btw, why do you want vehicles?

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it's like cheating in antistasi

slow jewel
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oh shit lol

turbid olive
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that's not the point of the game lol

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and you can just add to its presets

remote storm
slow jewel
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did you ever try the vanilla respawn modules ? or should i say the vanilla vehicle respawn modules

turbid olive
remote storm
slow jewel
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hmm ok i see

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i had the same thing happen to me years ago but i can't remember what was happening

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can you just place a car or truck down in the mission and see if that works

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maybe theres something in that mod that don't let you cheat 🙂

remote storm
slow jewel
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im assuming that theres a vehicle spawning on top of another vehicle

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or the exsisting vehicle don't get deleted soon enough befor the new vehicle come in

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somthing like that

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or it happends so quick you can't see it happen

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and did you check the RPT file at all

remote storm
slow jewel
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yeah do that

remote storm
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Okay so update, started a new mission save and they didn't explode started a different location so gonna move towards where the vehicles spawn save and relaunch the mission to see if they explode

slow jewel
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roger

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thx me i don't use mods 🙂

remote storm
# slow jewel roger

yeah it seems that on mission start up when I'm at the location they explode so it must be a vehicle spawning ontop of the pre existing one

slow jewel
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roger that

remote storm
slow jewel
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C:\Users\your name\AppData\Local\Arma 3

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go right to the bottom of the file and start there

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i always delete all the RPT files in there and then start my mission over so theres only 1 file in there

remote storm
slow jewel
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huh you have to

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

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or where ever your game is located

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mine is on C:

remote storm
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yeah just checked no RPT file(s) in either my Arma User folder or in the Arma game folder

slow jewel
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you must be looking in the incorrect place m8 cuz there always a RPT file

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maybe serch RPT

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i couldnt find it at 1st but then i found it later

remote storm
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yeah just did there aint one... maybe it's cause Antistasi has it's own way to save the missions?

slow jewel
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well as soon as you start your game a RPT file gets made

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or i mean start a mission

remote storm
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Same result in both folders and I still have the mission up so it might just be cause Antistasi saves the missions differently

slow jewel
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it has nothing to do with saving a mission

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it makes a RPT automaticly

little bobcat
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Rpt is created by arma, not the Mission or something else.

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You will always have at least one.

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Done Run the game with "-nologs" Parameter, it creates useless rpts without and benefit in return.

slow jewel
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ahh maybe he has nologs set

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RPT files are not useless

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most of it is but at the bottom of the file is where you want to start

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i learned lots from the RPT file over the years

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most people don't want to look at the RPT file cuz of all the mess of a mission they made 🙂

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RPT file tells you lots if you take the time to read it slowly

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from the bottom up

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been playing Arma games for over 20 years i can tell you i know

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i started in OFP

little bobcat
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No, if you have nologs, you still have a rpt. But it has almost no content

slow jewel
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oh i see

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well i never have nologs set i want the full thing

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cuz some times if you get an erra it gos away so fast i cant read what it was so i go to the RPT file

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and its in there 🙂

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at the bottom of the file

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plus i delete all the RPT files befor i start up a mission so theres only 1 file in there for me to read

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if need be

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befor i knew about the RPT file there was like 50 of them in there 🙂

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and if you get a repeteing erra don't open the RPT file just delete it: and fix the erra: cuz it will tale a 1 Hr to open 🙂

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iv been though all the stuff lol with Arma 🙂

remote storm
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right I have eventually find the RPT files

slow jewel
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cool

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like i said you found it later 🙂

remote storm
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now the issue is wtf am I looking at hahahahahaha

slow jewel
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go to the bottom of the file

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all the way down

remote storm
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yep

slow jewel
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read slowly

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as you go up

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see if it says anything that you can make out to whats happening in your mission

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over time you will learn what its saying to you

remote storm
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bruh my dyslexia is making this harder it all looks like a big block of white lol

slow jewel
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lol yeah it does but you will learn to understand it

remote storm
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doesn't help there is 41 thousand lines of text

slow jewel
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wow thats a lot holy shit

remote storm
slow jewel
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my RPT file is only like 100 lines

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41 1000 really ?

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ok so now you know about the RPT so lets get back to fixing the mission

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so how are you going to stop the extra vehicle from spawning on top

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im thinking the Mod sees a chopper or truck there and say oh that the incorrect thing and spawns a new 1 there

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like i said i don't know mods

remote storm
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I very doubt it’s the mod itself as but I may be because the mod opens up the map and respawns the vehicles back in its respawn locations resulting in a new vehicles explosion… give me a sec to test this

slow jewel
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ok yes u may be correct

remote storm
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Just give me a second to become deaf for 5 secs whilst I hear 5 explosions go off lol

slow jewel
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lol

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so are you saying you put vehicles there: on the mission spawn points

remote storm
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I have it set that the vehicle respawns on its starting location upon being destroyed but the weird thing is it’s only affecting theses 5/6 vehicles it’s isn’t affecting the AA, AT, Artillery, MG’s etc. just these vehicles

slow jewel
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so do this just put 1 vehicle down some where near you where you spawn with no respawn thing

remote storm
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I was right it is duplicating the same vehicle upon start of the mission, so I have 3 trucks 1 tank, 1 Kubelwagen and 1 civ car moves the trucks, tank and Kubelwagen but left teh civ car and only teh civ car exploded

slow jewel
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so whats the fix ?

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you mean i was right 🙂

remote storm
# slow jewel you mean i was right 🙂

well yeah I also thought of the same issue the fix well apart from move each vehicle idk what else there is to fix... I'll need to test some thing else to see if storing the vehicle will still allow it to respawn

slow jewel
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ok so you have it all fixed right

remote storm
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Basically thought there might be a way to delay the spawning of the vehicles on mission start but I think that’s a little out of the realm of possibility for the moment

slow jewel
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my god i so happy i don't use mods 🙂

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i did use mods back it the day but i got so sick of all the crap

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now i love my clean Arma 3

remote storm
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Tbf most of my mods don’t add anything new most of them are QOL fixes but Antistasi itself even then doesn’t “add” anything it’s mostly the CDLC’s and ARMA DLC’s that do that new but my god you have to go down a proper rabbit hole if you want to change something

buoyant latch
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hello
my pc seems set the mission folder to
C:\Users(username)\OneDrive\document\Arma 3 - Other Profiles(username)\missions(missionname)
how can I change this?I want to disable the awful garbage(=Onedrive) after change save location,
but I cant find the way,help me plz

prisma oyster
buoyant latch
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Thanks!!!

mental brook
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Does anyone know how to make NPCs not get out of the vehicle when there are shots around them, but make them get out when a shot is fired at them? I placed anti-air vehicles and when they shoot into the sky, every NPC in vehicle get out

mental brook
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they are still getting out of the vehicle

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I want to make something like they don't leave until a shot hits their vehicle but when anti air shoots in the air they panicking and getting out of the vechicle before arriving to point where they have to go out

prisma oyster
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set them to careless + a hit event handler then, that's what I would do

mental brook
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Okay, thanks, it worked. I worked on the script a bit more and it turned out even better.

mental brook
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one more question, do you know how to make the effect of shots fired into the sky without using aa? or any effects to make battle look and sound better like sounds of shooting from a distance?

scarlet crystal
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Use the Tracers module

little crag
mental brook
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thanks

snow quiver
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Whose balls do I need to tickle to get this in:```
One way connections. Love the fact that this is in and messed around with the commands a bit, but it doesn't seem like it supports one way connections. With this I mean it should be possible to add 2 connections of the same type between objects be able to tell which connection goes from one to the other. A setting in the connection config would be preferred for this. I imagine you can add 2 connection configs like this already and differentiate like that.


https://forums.bistudio.com/topic/184951-eden-feature-requests/?p=2916389
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Pretty much all other things I can think of that I'd like I could mod in, but not being able to make duplicate connections of the same type and being able to differentiate is such a miss. Using A&S linking mechanisms something like that would be really nice. Subfolders and layers (groups in entity list) are already in so that's good for sure.

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I guess technically speaking I could kind of make 2 things named "Link1" and "Link2" and then draw 1 the one way and the other the other way.... but meh

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Makes it a lot more confusing to use

mental brook
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I wanted to make an intro for a mission from a YouTube guide, but when I go to the mission files, this is the only thing that shows up. There should also be an init, description, start, and sound folder. Does anyone know how to fix this?

small patrol
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There should also be an init, description, start, and sound folder
Nope

mental brook
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So I have to create these folders?

prisma oyster
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yep

small patrol
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Also we don't know what is that tutorial

mental brook
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I tried to use this

mental brook
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ok im dumb

turbid olive
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1:43 he explains

mental brook
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thanks for help

quick forum
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cant seem to find any documentation on ModuleMPTypeSectorControl_F, anyone got any idea what it actually does

flint thunder
# quick forum cant seem to find any documentation on `ModuleMPTypeSectorControl_F`, anyone got...

https://www.youtube.com/watch?v=SdlaInHOgns, https://www.youtube.com/watch?v=_7ssZEX1H_M, and use biwiki, and google. also check the mod Eden Enhanced, i think there was some stuff from R3vo for that as well,, might be mistaken.

This shows you how to make a full sector control mission with multiple sectors, sides and respawn positions.

Questions or comments? Want to ask for help with something or just want to be involved in our community missions? Join our discord: https://invite.gg/ocb

Please visit our new website: https://ocb.net.au

Missions and videos take ti...

▶ Play video

In this video i will show you how to setup a sector control scenario in Arma 3,
where ai can be your enemy that will capture the sectors.
Video:
Save your loadout with an addaction:
https://www.youtube.com/watch?v=CBj0JkBMV1Q&t

Timestamps
0:00 Introduction
3:18 Make playable
4:25 Setup Sector Control Modules
10:23 Setup respawn
11:50 Multiplay...

▶ Play video
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the one from OCB definetly uses the sector control module and explains it a bit

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the script/code side should be available ingame under functions and stuff

quick forum
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2/3 things you sent are on the complete wrong module but thanks for the suggestion

carmine hawk
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Hello, does anyone here have experience with the SCP Containment breach assets? I'm having multiple problems with the AI and the structures there, they just completely ignore the Walls of a custom built structure using the Hallway pieces and I do not know how to fix this. Does anyone here know?

fresh oracle
carmine hawk
fresh oracle
carmine hawk
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I just want them to stick to the inside of the structure 😅 . It would not be fun for the players if suddenly enemies attacked from the walls and completely ignore the corridors. And tbh I don't understand enough of AI pathing to even begin to know how I could theoretically fix this. All I know is that somehow in the VR worls the AI kinda sticks to the corridors, but as soon as I try the same in a real map, it breaks and they run everywhere.

fresh oracle
carmine hawk
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I will try that, thx:). Really new to this stuff, so this helps a lot:)

carmine hawk
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Thank you. Thank you, it finally works! It really was the terrain that was fucking everything up. I will be completely honest, I wouldn't have found out the issue alone, so thank you very much

mental brook
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How can i end mission with CAS air strike effect that activates when im in trigger?

turbid olive
lucid plover
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Is there a description.ext parameter I can use to overwrite the text in this box?

wind raptor
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That might not be possible.
From https://community.bistudio.com/wiki/Description.ext#overviewText:

The text that appears at the top of an MP mission is defined in mod mission definition and not through Description.ext
I'm not entirely sure if "the text that appears at the top of an MP mission" refers to IntelOverviewText from the Editor, but I do remember that at least one of these multiplayer overview properties could only be set in the Editor.

lucid plover
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Yeah I think that may be a missing parameter unfortunately

west parrot
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what does this error mean? i cant select a class when i start a server because of this

prisma oyster
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some wrong mod

scarlet crystal
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Or missing mod

random lotus
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Hey guys, question: i created a custom composition and saved it. however, i did not save the mission of it. Now that i want to modify the composition through eden editor, how can i put the saved composition at it's original location in the map in eden?

flint wharf
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Hey folks, sorry for such a noob question. This here script is in a scenario but I'm stuggling to find it to grab it's innards. Anyone know where workshop scenarios save? I found the workshop folder, but it had a .bin file which I do not know how to unpack(?)

winter stratus
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Hi! I want to make my own story in Arma 3, but I don't know how to make a level screen, does anyone know?

prisma oyster
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Hi! what do you mean "a level screen"? a way to select missions?

prisma oyster
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level screen

winter stratus
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yes

prisma oyster
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sure - what do you mean "a level screen"? a way to select missions?

winter stratus
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like this

winter stratus
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Thanks guys, I'm new to this so I don't know much.

flint wharf
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@winter stratus Sorry for the ping, you can also edit those fields by going to 'Attributes->General' in the Editor

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They're functionally the same, but this method may be easier

scarlet crystal
summer skiff
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What's up folks.
I've got a question about ACE and it's PBO Check tool. I hope it's OK for me to ask about it here.
I'm trying to whitelist some client side mods using the Checker, but i'm unclear as to where i can find the specific names for the mods i'd like to whitelist.
Do i use the same naming structure as on the server, i.e. @ACRE2;, or is there another system i should use?

terse flower
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Quick question will Eden be capable of saving placed Objects directly into the SQF?

queen vapor
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what do you mean? Eden is a full missione ditor

amber cosmos
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How do I make sure the player never takes control of a group as its leaders are killed?

In Arma 2 you could make the player rank "Private" and the last member of the group which would work consistently but that no longer seems to be the case. Is it baked into the groups cfg now or something?

worn iron
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bit of a silly question, but how do I place decals in the editor? are they under the props tab in the editor?

small patrol
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Decal as in? What kind of, and what do you want to achieve?

terse flower
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from what i saw few months ago it saved mission objects only to .SQM file

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but for MP is better to have .SQF file and spawn objects serverside so people can't just download your mission file and steal it

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3D Editor have indeed various usability

robust nacelle
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._.

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No it can't save objects to SQF

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Because nobody actually makes missions like that because it causes ridiculous network load every time someone joins the server

lone zephyr
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anyone getting an issue to where AI will spawn in a sitting /leaning pose ?

scarlet crystal
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No

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Check your mods

worn iron
plain gale
granite willow
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what have i pressed? i used 3den enhanced mod, and ig missclicked somewhere

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it made all the trees dead

small patrol
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Ctrl+G

half socket
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is it possible to make the sky cloudy but still has the sunlight like it wasn't covered by cloud?

granite willow
# small patrol Ctrl+G

can i make it in a game smh? looks pretty apocalyptically, i wanna try doing a scenario, but it shows only in editor

small patrol
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No

plain gale
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Sadly no.

lone zephyr
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Hey yall im working on an ORBAT and I got this red X here anyone know how i can remove it ?

lone zephyr
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also can someone tell me why the cars are greyed out ?

turbid olive
lone zephyr
prisma oyster
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maybe it's one every two for readability

lone zephyr
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hold on heres the code for 1st

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class 1platoon
{
id = 1;
idType = 0;
type = "Infantry";
size = "Platoon";
side = "Resistance";
commander = "";
text = "Claymore 1";
textShort = "1st Pt";
description = "";
assets[] =
{
{ "B_G_Offroad_01_armed_F", 4}
};
};

prisma oyster
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try 10 and see

lone zephyr
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nope still the same

prisma oyster
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one every two is greyed out?

lone zephyr
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yes I also have it for the Air wing and its not the same

prisma oyster
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can you try

assets[] =
{
  "B_G_Offroad_01_armed_F", "B_G_Offroad_01_armed_F",
  "B_G_Offroad_01_armed_F", "B_G_Offroad_01_armed_F",
};
```out of curiousity?
lone zephyr
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stand by

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same

prisma oyster
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(be sure to save and/or load the mission to make the Description.ext changes be considered ofc)

lone zephyr
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I also have another with out a commander and thats just fine

lone zephyr
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also any idea on the red X ?

prisma oyster
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noppity nope

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but it's an infantry group, so maybe just setting vehicles means "no humans"? IDK

lone zephyr
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Nope the " type" part is for its icon on the map

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ok its just that first one ig I did it for another in the same tree and it worked lol

prisma oyster
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I decline any responsibility in ORBAT 😄

lone zephyr
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LMFAO nah buddy your good lol

lone zephyr
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ok one more question for ORBATs Right now i have one tree set up for my guys now if i want one for up for OPFOR do I have to set up a whole different description.ext or do i just add them in on at the end of my tree ? my tree ends at that circle do i just add the OPFOR one ender that and have the first } at the end ?

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thanks in advance !!!

deft robin
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-# couldn't find a help channel, so ill ask here
I come here seeking help with some very odd issues which have been plaguing my unit's mission files. We are unsure as to what causes it and its seemingly random, when it occurs radars cease to function on vehicles and cannot lock targets. the issue persists whenever the mission is loaded, what's even weirder is that copying any part of the mission with the issue into a new mission causes the issue to occur again.

We are all very confused over here and have been unable to find the cause or solution for months. I tried to find help for this in other places, but could not find anything on the issue. We do run a modlist, when the file is loaded in vanilla the issue goes away entirely, so we know its tied to one of the mods we run, but we have tested every mod and couldn't find which one could be causing it after months of testing.

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please ping me if any of the wizards here have an idea of what the cause could be and/or how to fix it

turbid olive
turbid olive
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just guessing

deft robin
turbid olive
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you can check de dependency list on editor

deft robin
turbid olive
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okay

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and the problem continues

deft robin
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no, the issue goes away when ran with nothing but the map

turbid olive
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maybe it's not one alone, but two that aren't compatible with each other

deft robin
deft robin
turbid olive
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and keep trying

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one by one

deft robin
turbid olive
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🤔

prisma oyster
deft robin
prisma oyster
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oh it most likely will take a while yes

lone zephyr
lone zephyr
tacit storm
#

HELLO, I HAVE PURCHASED ARMA 3 A LONG TIME AGO AND I AM STILL LEARNING EVERYTHING. WOULD ANYONE LIKE TO EXPLAIN THE BASICS TO ME?

prisma oyster
slow jewel
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why can't everyone pic be as good as your's and mine @prisma oyster

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i guess we are just good looking 🙂

prisma oyster
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not Arma-related

slow jewel
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oh shit sorry 🙂

turbid olive
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I mean, Is he Dr. House?

turbid olive
sly sleet
#

is anyone familiar with the black screen you can get while respawning in scenarios? basically when i respawn the black screen just stays

turbid olive
meager steppe
#

hey y'all. I have been scripting a mission loosely based off the Kabul airlift, and I was using the C-5 mod. plus a c-17 from the USAF mod. I think the scripting for loading the vehicles in the c-5 is fine, as it uses vanilla mechanics and are just tanks + humvees, but I was not sure how I can script the c-17 to load cargo and missiles (which are on a cart as a vehicle in the USAF mod) since it has a custom action for that. anyone know anything about that?

meager steppe
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the USAF mod has a custom action, so would setvehicle cargo even work with that?

turbid olive
#

I'm not sure what you want to do

meager steppe
# turbid olive I'm not sure what you want to do

the USAF mod has a c-17 globemaster. I want the game to automatically load the cargo into the plane, then takeoff after another trigger. I have the other trigger worked out, but the c-17 has a custom loaidng action, not the base loading. It doesnt appear to have ace cargo, or VIV transport. I just want to put crates and otehr cargo in it

turbid olive
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I'm working on something like this, for one of my missions

meager steppe
#

thanks man, appreciated

turbid olive
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they have a whole file of things like this, I'm sure they have a configuration for C-17

meager steppe
#

I will check it out

turbid olive
# meager steppe I will check it out

case you need it...

["USAF_C17",-10,[-1.2,14.4,-0.43],[-1.2,12.8,-0.43],[-1.2,11.1,-0.43],[-1.2,9.5,-0.43],[-1.2,7.9,-0.43],[-1.2,6.3,-0.43],[-1.2,4.6,-0.43],[-1.2,3,-0.43],[-1.2,1.4,-0.43],[-1.2,-0.1,-0.43],[-1.2,-1.8,-0.43],[1.2,14.4,-0.43],[1.2,12.8,-0.43],[1.2,11.2,-0.43],[1.2,9.6,-0.43],[1.2,7.9,-0.43],[1.2,6.3,-0.43],[1.2,4.7,-0.43],[1.2,3.1,-0.43],[1.2,1.5,-0.43],[1.2,0,-0.43],[1.2,-1.7,-0.43],[-1.2,14.5,1.22],[-1.2,12.8,1.22],[-1.2,11.2,1.2],[-1.2,9.5,1.22],[-1.2,7.9,1.22],[-1.2,6.3,1.22],[-1.2,4.7,1.22],[-1.2,3,1.22],[-1.2,1.4,1.22],[-1.2,-0.1,1.22],[-1.2,-1.7,1.22],[1.2,14.5,1.22],[1.2,12.8,1.22],[1.2,11.2,1.22],[1.2,9.6,1.22],[1.2,8,1.22],[1.2,6.3,1.22],[1.2,4.7,1.22],[1.2,3.1,1.22],[1.2,1.5,1.22],[1.2,0,1.22],[1.2,-1.6,1.22]]
meager steppe
#

is that the offset positions?

turbid olive
#

yes

meager steppe
#

you are a lifesaver

turbid olive
#

the -10 idk what is for, can't remember

#

I think it's for unloading

novel widget
#

If you're so worried about people stealing your mission, then maybe you shouldn't be hosting a public server in the first place.

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Or you could look into alternatives such as binarizing your mission PBOs (Not sure if possible, never cared)

meager steppe
#

Ok now I am struggling to make a script that makes trucks carry cargo to an area where they are then loaded

queen vapor
#

eden supports binarising pbos

meager steppe
#

I might just try to make it so that the cargo is already on the tarmac, and just loaded in random intervals

turbid olive
#

AI or player?

meager steppe
#

the player is supposed to defend the airbase while they do

#

the ai boarding is easy, and the viv isnt too hard either.

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but the ai loading the cargo is trickier, because I want the cargo to move to the tarmac

turbid olive
lone zephyr
#

stupid question but if i put stuff outside the map for example the stuff on the far left will they spawn in multiplayer ?

prisma oyster
#

yes

lone zephyr
slow jewel
#

what map is that brother ?

lone zephyr
#

Angola

slow jewel
#

is that on the workshop ?

lone zephyr
#

yes

#

just type that

slow jewel
#

is that cup ?

lone zephyr
#

requires terrains core yes but not cup from what i can tell

slow jewel
#

oh nice thx m8

lone zephyr
#

its a nice map little to no frame drop although the map screen ie the picture i posted is really detailed and may or may not give a little drop in performance thats just me though

slow jewel
#

yes im checking it out

gleaming flower
#

Hello! Is this the right channel to ask for a little help with EDEN?

#

I'm having a problem with revives not working and I'm unsure where else to look as google is no help.

#

I have revives enabled, but when people go down, they simply die.

#

It's set to 'basic' so idk what I'm doing wrong.

rough canyon
#

anyone know if there is a way I can turn all of these that are on the map off, its a modded map

fossil urchin
fossil urchin
#

You should able get with "reflector" class.


private _axis = worldSize / 2;
private _center = [_axis, _axis , 0];
private _radius = sqrt 2 * _axis;
tag_lights = _center nearObjects _radius select {(isClass(configOf _x >> "Reflectors"))};
{
    [_x, "OFF"] remoteExec ["switchLight",0,true]; 
} forEach tag_lights;
winter stratus
#

Do you have any information on how to do the leveling system like in Arma 3 Contact?

scarlet crystal
#

leveling?

winter stratus
#

I guess I couldn't explain

scarlet crystal
#

so you want to make a campaign, this would be a better word

winter stratus
#

I hope it's possible otherwise all my plans will fail

scarlet crystal
#

it is, there are numerous campaigns on workshop already, I wonder though why you take First Contact as an example and not the base East Wind

winter stratus
#

Thank you bro

scarlet crystal
#

https://www.youtube.com/watch?v=BIvLIg6gQB0 there's also this video that does generally the same that the guide I linked, however it might be outdated, I never really watched it

Code used: http://pasted.co/052a5bbd
Alternative link for the code: https://www.pastery.net/fknxet/raw/

Campaign concepts, ideas: 1:02
Missions: 3:06
Folders, general campaign setup: 5:41
Description.ext - other classes 8:42
Description.ext - campaign class 13:06
Packing into PBO 18:40

Example campaign download: http://www.mediafire.com/file/c...

▶ Play video
#

and you can always download any workshop campaign and see how someone else did it and try to follow their workflow.

winter stratus
#

I have another question. I want a vehicle to appear at a certain point in my story. Is it possible to do this with a trigger system?

scarlet crystal
#

yes

gleaming flower
#

it's just totally broken

winter stratus
scarlet crystal
#

well it depends on how you want it

turbid olive
scarlet crystal
# scarlet crystal well it depends on how you want it

if the trigger's condition returns true you can either:
a) create the vehicle and give a position
b) move the vehicle from one point to the desired one
c) keep the vehicle in the spot you want but hide the model and then unhide it

winter stratus
gleaming flower
#

but when someone is killed, they simply die instead

turbid olive
#

do you have something in your description.ext file in your mission folder related to that?

gleaming flower
gleaming flower
turbid olive
gleaming flower
# turbid olive are you using mods?

Some, yes, but none that I believe should alter anything about dying. I have ace3, but specifically a version that doesn't edit anything medical.

turbid olive
#

and if you have a description.ext in your mission folder, make sure you don't have a revive setup as well there

gleaming flower
#

I don't have one, unless something has generated one.

turbid olive
#

just test it without mods

#

afaik you set up that, and it works normally

gleaming flower
#

I can't test it without ANY mods as it's using some assets but...

#

hopefully that shouldn't change anything

turbid olive
#

make a new one and test the system

gleaming flower
#

yeah, good point

#

ive disabled ace3_nomedical only for now, to see if thats the issue

turbid olive
gleaming flower
#

yeah this was a version without medical. it works in other scenarios, like official ones, but not my own for some reason

turbid olive
#

so again, test it without mods, if it doesn't work, maybe you'll need to setup the revive system in description.ext

gleaming flower
#

doing that rn

turbid olive
#

more info here in case you want to read

gleaming flower
#

when i die, it flags in chat that i 'forced respawn'

#

even though i didn't press anything

#

i'll test in a fresh eden with no mods at all lil later when i've time and report back

gleaming flower
#

whiiich means it's one of my mods, but i have no idea wtf it could be...

gleaming flower
#

alright, i have discerned the issue, i think - uncertain if anyone has familiarity with this mod, but it appears that space marines from 'there is only war' cannot go down and be revived - they simply die.

turbid olive
oak glade
#

Hello, I have a problem with Arma. I resumed a mission that I had created on my old PC and put in the MP Mission and Mission folder, but when I open Arma, it cannot find the mission. Someon can help me?

fossil urchin
#

Damn old link, didn't find A3

oak glade
#

I am checking, but I cannot find it via this link. In any case, thank you for your prompt response

#

I just found out that I'm the only one who isn't looking properly. Thank you very much

#

Oh yes is empty ahah

lone zephyr
#

Hey yall i got this comp placed down and in the editor its fine but when i go in game everything left of the trucks disappears visually

I've tried enabling and both disabling simulation and all the setting match with the rest of the base everything shows except that section

fleet elm
#

folks I'm going mad here

#

Does anyone know of a westland seaking model?

quiet fractal
gleaming flower
#

How do I disable the 'save and quit' option in a mission? I want to just have it 'abort', and I don't want saving.

small patrol
gleaming flower
small patrol
#

Just like any SQF command, use it in an SQF file and execute it

gleaming flower
#

Forgive me, I only know how to use the editor. How would I go about doing this?

small patrol
#

AKA use it in any script field, like Init of an object

gleaming flower
#

I see, okay!

#

So I can just put it in this, for example?

small patrol
#

Ja

gleaming flower
#

That worked, awesome

fleet elm
#

Is it possible to add beacons to vehicles?

#

I would like to add beacons to vehicles in arma i just dunno if I can do it in eden or is it modding

scarlet crystal
#

modding

#

unless you find a prop that looks like a beacon so you can attach it to a vehicle and then use scripting to cast a light of specific color.

lone zephyr
gleaming flower
#

Anyone know why my Tasks are all viewable, even when not set to 'assigned'?

#

I thought unassigned ones should be invisible, but mine are always visible, for some reason.

gleaming flower
#

Figured it out 👍

slow jewel
#

what did you do to fix it

gleaming flower
# slow jewel what did you do to fix it

Simply synced the triggers with 'create task' of the same task that they lead to, rather than them just leading to the node that sets them to available, thus making the task only get CREATED when the trigger fires.

slow jewel
#

copy that m8

#

i guess it depends on how you want your tasks to be available

#

one after another or all available at any time 🙂

gleaming flower
#

Yeah, this scenario is definitely more linear.

slow jewel
#

yes i mostly use linear tasks also

#

and lost of times i don't even use tasks: i just put in the briefing what to do 🙂 and no one ever reads the briefing 🙂

#

and then they say how do you play this mission 🙂

gleaming flower
#

All my missions are zeused at least.

#

And pretty straightforward [go here, kill that].

#

My players are all pretty new.

opal edge
#

Is anyone else experiencing objects from the 3D world in the mission appearing on their map screen in the editor as if the map screen was slightly transparent?

Like if I have several trenches in front of me and zoom out on my map, I just see shadows of those trenches on my map itself. This has been going on throughout different modsets with a pretty stable repro case.

gleaming flower
#

having an issue now where i've been kicked out of zeus and can't re-enter it

#

not sure what caused it, was seemingly random?

scarlet crystal
#

But I would say a mod issue. Or you have reshade running.

opal edge
#

Hm. Good call, I do have ReShade running in the background since recently, just with filters off. Thanks.

opal edge
#

Nevermind. It was a ReShade filter running after all.

young nebula
#

Question regarding environmental settings.

If I have understood them correctly, start for various settings like overcast, fog etc is what they are at the start of the mission and forecast is what they will increase or decrease to over time?

But how quickly does the change happen?

opal edge
young nebula
#

Cool, thanks. I assume that's mission time and not real time?

opal edge
#

Uh

#

Feel free to try out some value like 1 hour and set time acceleration to 6x and wait 10 minutes, I guess?

I'll give it a go while I'm AFK as well

#

Seems to be in-game time

scarlet crystal
#

Yeah and if you increase the time multiplier the changes will happen faster too

young nebula
#

Yea, tested it too. Going from 0 to 100 in half a minute looks quite ominous.

final hill
#

i get confused by fog decay, what does it mean exactly?

#

as in how much less fog there will be as elevation increases?

prisma oyster
#

yep, something like that
it's density value removed per metre

final hill
#

Ah, ty

quaint sorrel
#

Mikero's subscriber (35$/year) tools can obfuscate the PBO 😉

#

Moving server side stuff to serverside (addon) can help with it as well

terse flower
#

I only asked if EDEN can export objects to SQF without bottlenecks. And yes it doesn't matter if it's for serverside or clientside usage. Having all in SQF makes it easier when you want use only parts of your work at the time. And the server with persistent game mods use this a lot to prevent noobs from stealing it.

lucid comet
#

Can anyone point me how I can incorporate a custom tutorial to the 3DEN Editor (like how the current tutorial is implemented)? I can create the scripts if need be, just asking if its feasible and where to begin

plain gale
#

Look at the biki. There is a section explaining how to do it.

lucid comet
robust nacelle
#

NotLikeThis

snow quiver
#

Anyone knows how the entity list gets created (Left-side pane) ?. It llooks like a normal treeview, but it has colored items and I can't get parseText to work on it

loud escarp
#

Would anybody be able to look at this and guide me in the right direction to get it fixed?

#

a lot of it is repeat lines

#

I was thinking it could be ACE out of date or corrupted some how on the server, but I force updated, reinstalled, all that jazz as well.

Theres a section in there about fnc_loopAudio.sqf not found, but I know the mission file can see it, cause it was using that script in the editor.

#

And then the rest of the spam is User tried to set invalid material #reset

#

When trying to load into the server the chat floods with No entry '.model'

golden steeple
#

hi guys, i added a "loiter" waypoint for the V-44 X to loiter the waypoint and attack, but i don't know why it's heading straight to the waypoint instead of doing the loiter, it ever turns to the wrong direction, altitude and distance.. how can i fix this? i'm going crazy with this...

wind raptor
#

A Blackfish with a single waypoint like this flies to the waypoint location and circles it as configured. Does your Blackfish have any other waypoints before or after the loiter waypoint?

turbid olive
#

Also, repeated loiter waypoints will act as a "move" one

sick sinew
#

anyone know how I can make jets follow the taxi way on a runway? I know some already do it automatically but towards the top of the main airport on Altis they sort of cut across the grass then take off once they get to the runway.

turbid olive
sick sinew
#

been playing A3 for years and this game still surprises me

golden steeple
turbid olive
golden steeple
#

😭

golden steeple
golden steeple
# turbid olive what do you want to achieve?

i want to call for AI support (V-44X) with the loiter waypoint, but i don't want it to go around in circles forever, just for some minutes and then the aircraft would go back to the airport with the "land" waypoing

turbid olive
#

asking because you can use waitAndExecute function of it, or you can just do a sleep and then remove the loiter waypoint and do the landing

#

for landing, I recommend using the landAt command instead, syntax #3

stark tinsel
#

how i make the hide terrain module only execute when a global variable is true?

turbid olive
stark tinsel
#

i want an object in the area to be hidden when a global variable returns true

turbid olive
#

do you want the object to be deleted?

stark tinsel
#

no is map object

#

like bridge

#

cannot explode

turbid olive
#

okay, so you have some commands to help you with that

#

maybe a combination with that

#

the first command get the bridge and the second you use it to hide

stark tinsel
#

oh so no way to use trigger to activate?

turbid olive
#

and for the variable to returns true, do you know how to do that?

turbid olive
#

in that case, what condition hides the bridge in your scenario?

stark tinsel
#

when variable "MISSON_objectDestroyed" returns true - it is pre set by some other scripts

#

I want bridge at [1437.73,11473.1,0] to go invisible then

turbid olive
#

put that variable (without quotes) in the trigger condition and then work with those commands

#

read those pages

#

I can't provided you with an example rn because I'm on mobile dc

stark tinsel
#

is ok thanks a lot i see what i can do thank you

gritty needle
#

Does anyone have any tips for optimizing performance when making larger missions? I want to create large scale scenarios but even the presence of a lot of assets tanks the framerate. I've tried some methods of disabling simulation and visibility for assets that are far from players but they dont seem to have a noticeable effect

gritty needle
#

Thanks!!

rain canyon
#

hello how can i dynamic spawn mines if players get close to a point/sector?

light briar
#

A trigger zone, activation on players, specific ones or specific sides, the. In the activation field you will need to create your mines... Look at the createVehicle commands.

gritty tulip
#

Sorry if this is in the wrong spot. But I placed a c130 on the USS Freedom to attempt to take off from it, no issues in the editor.

When I host that mission for MP, the c130 is stuck in place and will not move, it’s like the c130 is being held in place by something. Any ideas?

flint thunder
#

check init field of c130. make sure c 130 is unlocked, and on/ veery slightly above carrier landing deck

#

also more infos please; setup/mods/ scripts running? the c130 is empty i assume, and you yourself jumping in it ingame, not rc'ing ai?

dusky sand
#

Hey guys, But there is a mod that allows you to create a mission directly in the game as the OPEX guys did that you approach the board and choose which mission to do.

gritty tulip
idle cipher
#

Hey guys what's a good go to program for dealing with PBO files, as I've never used them before?

flint thunder
flint thunder
#

else might be some setting

gritty tulip
#

sounds good, I appreciate the reply.

flint thunder
#

no worries. First i thought it could have to do with dynamic simulation while rc'ing ai to fly, but that is not the case.

flint thunder
gritty tulip
flint thunder
gritty tulip
flint thunder
#

-> same game settings.
launching the usaf c-130j on the vanilla USS Freedom:

  • no taxiing, no moving, stuck. (other animations work, like engine and lights, throttling, doors)
  • putting it on the catapult directly via zeus: holdActionAdd shows up, runs thru, nothing happens, plane not moving 🤷🏻 ❔

-> same game settings. just added USS Nimitz mod (legacy 2020 v, not experimental 2024 version [- yes, both still maintained/working mods.])
both, both works on the nimitz. 🥳 🤷🏻

gritty tulip
#

interesting. I guess i need to try the catapult lol

spark path
#

Hey everyone, could someone help me create a trigger or some kind of mechanic that would allow me to call in a support battalion in the middle of a battle? It's purely PvE.

#

I'm new to the game, so if you could be as clear and simple as possible, I'd appreciate it lol

turbid olive
#

he has a lot of good scripts for mission

spark path
turbid olive
#

but those videos are really understandable because he shows how to do it, not just by talking

spark path
mental brook
#

Do you know what to do to make the helicopter land at the waypoint I gave and not several dozen meters away?

#

and how can I make the soldier die immediately after starting the scenario without any shooting, so that he just dies

flint thunder
#

(top right 😉 )

mental brook
#

thanks

idle cipher
#

you can put down a helipad from the props section

#

and you can hide it from visibility to make it not look goofy in game having a random marked helipad somewhere

scarlet crystal
#

there is an invisible helipad object tho

idle cipher
scarlet crystal
#

because it's invisible hmmyes

lone zephyr
#

any reason no formations was removed from eden and zeus ?

prisma oyster
rain canyon
#

how do i set units to despawn everytime the server restarts or turns off

lone zephyr
prisma oyster
lone zephyr
#

ah ty

idle cipher
#

unit disableAI "PATH" and they can still rotate and look around I think

turbid olive
#

and I don't know what kind of mission you're talking about

rain canyon
#

uhh kp lib

turbid olive
#

ah

rain canyon
#

oh i see

turbid olive
#

they despawn automatically, why?

#

even in game

rain canyon
#

im testing it rn through multiplayer lan when they get destroyed and when i try to log back in they respawn like nothing happened i was the one who placed them there i just wanted to know if there is a way when they get destroyed they dont respawn on a server reset

rain canyon
#

static defenses

turbid olive
#

and what version are you using?

rain canyon
#

96.8

turbid olive
# rain canyon static defenses

no my friend, that kind of stuff you just don't put on editor lol you need to script that, check my pull request on this

rain canyon
#

ohhhh

#

i see

turbid olive
#

also APR fork spawns dynamic static weapons, but it's "dynamic", generally the static weapon spawns in shitty places

#

my PR offers a way to edit the map and manages those objects and spawns static weapons if supported by configs

rain canyon
#

oh i see it now

#

thanks for this

#

is it only exclusive to structures and not around like air bases?

turbid olive
#

and you can indirectly add to terrain objects as well

#

by using a logic object

rain canyon
#

i see

#

is there a way to adjust the distance from the sector?

turbid olive
#

KPLIB_objectsGrabber_radius = 250; actually is 250 lol

rain canyon
#

so if i want to place say the patriot and the radar within the airfield i need to put a terrain object close to them so they can actually spawn where i want them to spawn?

turbid olive
rain canyon
#

well ar fork is random

#

apr*

#

i want them to spawn exactly where i want

turbid olive
rain canyon
#

actually i just realized something aswell theres alot of kp liberation types

worthy silo
#

Hello, I would like to ask about an issue with playing .oog files while using Conversations.
I have had a lot of problems with some units not being able to play .oog files, and after a lots of tests, it turns out that I have found the problem, so here's my question.

Is it normal, that to play .oog file the unit need to have a radio equipped? Even when it speaks in DIRECT, or I force it by one of the BIS_fnc_kbTell parameters?

flint thunder
#

i think so, had another issue where the vanilla radio item equipped made things work.👍🏻
can't remember out of my head what that issue was rn 😬

worthy silo
#

Yeah, I was unable to found any information on that on the "default web search engine", BIS Wiki, forums, nowhere and was starting to go insane. But thank You for Your response!

gaunt hamlet
#

gentlmen I am losing my mind

#

what command can I out in an AI init box to force them to lower their weapon. I have the path disabled but I also want them to lower their pistol/rifle

idle cipher
#

otherwise you can play one of their idle animations

#

when they're in that state then you can `disableAI "autoTarget" and theyll stay that way I believe

flint thunder
# worthy silo Yeah, I was unable to found any information on that on the "default web search e...

The unit must have an assigned radio item (such as "ItemRadio")* to see or transmit the messages*. A radio item must have the property

simulation = "ItemRadio";

in its CfgWeapons config.

might only be stated in that channel radio part of the big chat & radio section in the wiki though ^^
https://community.bistudio.com/wiki/Category:Command_Group:_Radio_and_Chat

worthy silo
idle cipher
worthy silo
idle cipher
#

i've been messing with audio the past couple days as well

worthy silo
# gaunt hamlet what command can I out in an AI init box to force them to lower their weapon. I ...

If You are making a mission for multiplayer, using units init boxes might not be the good way.
In SP it's not a problem, but in MP the code will initialize every time a new player joins.
So as @idle cipher has stated, having them in SAFE or CARELESS should do the trick. If You want to use an animation, then initbox will be good [*as in: not very bad] only if You do not plan on doing anything else with them in the mission

idle cipher
#

i'm about to start messing with the conversations and stuff shortly as I had just figured out playing the built in config radio protocol audio files

I was trying to figure out if it's possible to invoke and chain radio protocol audio together the way the engine does it when doing AI commands and such

worthy silo
# idle cipher i've been messing with audio the past couple days as well

I have tried tons of things, with modifying OOG files, giving thm proper bitrate and stuff. That thing was pretty painful to debug.
But now, doing converting everything in my mission just to use "directsay" would be more painful than just give units radios, so I'll stick with that.
Still, thanks for the feedback!

idle cipher
#

my question for tonight is what do the multiple entries to a speech[] array mean in the sentences config? does it chain audio together?

worthy silo
idle cipher
worthy silo
#

My audio is just things that I want a couple of units to say.
I made proper cfgSentences in description.ext and .bikb files for every conversation.
Then it turned out, that:
-all the actors show spoken text in DIRECT (I can see the sideChat)
-they MOVE THEIR LIPS
-but only those who have radios play the .oog file.

idle cipher
#

have you gotten conversations to play the words from the A3 RadioProtocol configs built in?, the wiki gives an example that I couldn't get any audio
speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };

worthy silo
#

I haven't tried it yet, sorry :/

#

but I could try to do this, wait a moment

idle cipher
#

did you try calling BIS_fnc_kbTell with radioMode = false?

worthy silo
#

yes, I have tried, but it did not change much. I was able to force units to speak on DIRECT or chosen radio channel, but since they had their radioes - the sound was on.

#

that line "speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };" is from kbTell enty on BisWiki?
I guess that it SHOULD work fine in Conversations. If You wanted to put it in the conversation with custom sounds You just need to make separate classes for each said Sentence.

idle cipher
#

i tried it but couldn't get any audio but didn't try much further

#

pretty sure it's supposed to play that AirSupport audio file in A3 config

#

idk what %Team and %Location entails, i think that replaces the fed variables to kbTell and looks for their className in the config and also play those sounds if they exist

worthy silo
#

Yes, but You need to have .bikb file, and I gues that You need to have %Team and %Location defined.

idle cipher
#

had bikb and everything setup, the text portion displays correctly and everything just no audio

worthy silo
#

The example from BISWiki shows part of bikb file, and that's true what You have said, it is being fed variables.
But You also need to get the code to define %Team and %Location, and the example is from A2 I guess, because of the names

#

I'll try to do it and see if it would work

idle cipher
#

combine all the audio stuff together it's a bit complicated to put together

#

yeah I just need to hear the already existing A3 in a .bikb I made and I'll be satisfied for now

#

can't get any actors to produce sound tho

worthy silo
#

I'll try to do it, give me a couple minutes

idle cipher
spare rose
#

Has anyone been able to replicate Conquest mode (from Battlefield) in ArmA? I'm trying to make a Galactic Conquest (from Star Wars Battlefront)-Operations from (Battlefield 1/Battlefield V)-Conquest hybrid and I could use some help.

summer skiff
#

What's up Arma people.
I'm interested in learning how to make ace arsenals that are tailored to each player slot, i.e. specific options available for the SAW slot, AT slot, etc.
I've done some poking around online, but i seem to be lost.
Would anyone be able to give me some pointers, or help me by pointing me at a wiki/guide i could follow?

gaunt hamlet
worthy silo
#

So You could give ace arsanels for specific objects, but not necessarily roles

undone ravine
#

Is there a way to assign layers to objects? Feel like Ive seen that somewhere. Like you’re building a wall and you want to lock things in place…?

scarlet crystal
#

alternatively use 3den enhanced

undone ravine
#

Is this only an enhanced eden thing?

golden steeple
#

why the AI is trying to land in the same landing spot? i gave them different helipads and waypoints to load troops, and yet they try to land in top of the other helicopter

#

or it just stays in the air

snow quiver
#

Scratch that question. I messaged moricky, it's handled engine side

idle cipher
#

Is it normal for a mission in the editor to take like 5-10s to load when test playing? it was instantly before but now it takes time for me to load

slow jewel
#

@idle cipher go to arma3_ai and read my post if you like: about choppers

idle cipher
turbid olive
#

objects placed in editor takes performance

formal rock
#

Why won’t ai capture the objective I have

#

They’re soawned

#

I have respawn tickets

#

I have the full sector thing set up

#

Yet they don’t wanna attack it

#

They just stay still

#

Some of the modules are Zeus but I’m not using the Zeus editor itself to do stuff

#

This is all Eden

molten sun
#

RHSTERRACORE... Some Buildings have missing Textures but get previewd correctly... why ?

idle cipher
#

i'll get back to you after some more testing

ornate sapphire
#

@swift warren yo bro rex dm me dude or atleast tell me why u kicked me im confused dude

vestal perch
radiant isle
#

can i ask a arma 3 editor question? its something here that isnt working correctly for me
in this tutorial im watching, this guy gets this menu thing in the lower right, which i usually also always get but this time when im selecting units or triggers etc nothing appears for me making it so i cant use triggers

#

the only one i get is "cancel" when im going to deploy units and nothing else. ive played editor for like 10 years so i know this isnt right, i cant use triggers or anything

small patrol
#

I'd start with unload Mods to try

radiant isle
#

Yeah thing is I turned off all my mods and it was the same problem

small patrol
#

Then what are you really trying to achieve

radiant isle
#

I want to connect triggers to waypoints but it is not letting me. So I can’t do scripting

small patrol
#

Isn't that a Right Click?

radiant isle
#

Il check give me a few mins. Been a few years since I scripted last time but il check

idle cipher
radiant isle
#

still weird that i dont see the little UI thing that shows the hotkeys though

final hill
plain gale
#

Works fine with 3den Enhanced.

sick meadow
#

is there a way at all to force AI heli pilots to hover at a certain altitude (flyInHeight?)

#

the ai doesn't seem to want to budge below 50m

#

*hover for players to fastrope

scarlet crystal
#

Bug afaik

#

They used to fly lower now they just don't.

sick meadow
#

darn

#

thanks anyways

slow jewel
#

what ? i can make a chopper hover 2m if i wanted:

#
// this is over water but yeah yup

// other code

Helo2 doMove getPos pad2LZ;
Helo2 flyInHeight 10;
sleep 6;
{Helo2 animateDoor [_x, 1]} forEach ["door_back_L","door_back_R","door_L","door_R"];
Helo2 flyInHeight 2.3;
sleep 1;
Helo2 flyInHeight 2.1;
waituntil { sleep 2; (getPosASLW Helo2 Select 2 <=4) or !alive Helo2 or !canMove Helo2 or !alive Pilot2 };
sleep 2;

//   other code

autumn girder
#

Hello fellow mission markers., I'm hoping someone can help me with a problem I'm having.

I'm trying to hide the AI until players get into a trigger, and then the AI appears. Then, if the player leaves said trigger, the AI disappears.
The intent is to save processing power on my unit's server while not using another mod like drongos or alive. If you can be of any help, please DM me.

idle cipher
#

you'll want to do more than just hide them because the AI still runs when hidden though

#

you can disable all their AI features

#

Oh and btw, this entire concept can be automated by just turning on dynamic simulation, with the caveat that they are not hidden from view with hide. It'll turn on and off the AI depending on the distance to players

#

so I would use that if they don't need to actually be hidden

autumn girder
#

So dynamic simulation plus triggers

#

?

idle cipher
#

dynamci simulation won't hide them, itll just turn off their AI simulation based on player distance, so you'll have to add something like a trigger for that

there might be dynamic simulation on/off event handler or mayb eit works with some AI feature event handler. otherwise triggers I guess it will be

turbid olive
#

not tested

idle cipher
#

yeah what Pig did is way easier, I forgot there is deactivation and triggers can be repeatable because I am noob

#
triggerLoop = 
{
    params["_trigger"];
    
    private _newT = createTrigger [
    "EmptyDetector", getPosWorld _trigger, false];
    
    if ((triggerActivation _trigger) isEqualTo 
    ["ANYPLAYER", "PRESENT", false]) then
    {
      _newT setTriggerArea (triggerArea _trigger);
      _newT setTriggerActivation 
      ["ANYPLAYER", "NOT PRESENT", false];
      _newT setTriggerStatements 
      ["this",
       "systemChat 'triggered NOT PRESENT'; [thisTrigger] call triggerLoop;", false];
       deleteVehicle _trigger; 
       {
           //enable AI here
            _x hideObjectGlobal false;
       }
       forEach (units group1);
    }
    else
    {
      _newT setTriggerArea (triggerArea _trigger);
      _newT setTriggerActivation 
      ["ANYPLAYER", "PRESENT", false];
      _newT setTriggerStatements 
      ["this",
       "systemChat 'triggered PRESENT'; [thisTrigger] call triggerLoop;", false];
       deleteVehicle _trigger;
       {
           //disable AI here
            _x hideObjectGlobal true;
       }
       forEach (units group1);

                    
    };
    
};

I did all this instead lmao

#

you're still gonna need to set the AI on/off in what Pig said, otherwise the AI will still simulate while invisible so there won't be any performance gain (except for not rendering the invisible enemies)

slow jewel
#

@autumn girder or look for EOS_1_98 its a great Starter System

cobalt valley
#

Is anyone able to make a flag mod for me?

prisma oyster
#

such as?

mental brook
#

Hi, do you know how to make the soldier's (player's) face displayed as it is in the identity and not in the player's profile?

mental brook
#

thanks

flint thistle
#

Creating some stuff in EDEN I have a good amount of objects placed down and now my games kinda choppy/low fps. When playing the mission though I get 60+ FPS. Just on EDEN it's really low. Anything I can do about that?

plain gale
#

Put them in layers and disable transformation. That should hide the icons drawn in 3d space. Usually that's the cause for the low FPS.

flint thistle
#

Seems to have no difference for me. The only thing that kinda works is lowering view distance but it's still stuttering

small patrol
#

If pressing Backspace will "fix" it, do what R3vo said again

flint thistle
#

It doesn't either

small patrol
#

Then you may have terribe amount of objects or scripts

flint thistle
#

I guess so

granite notch
#

Does anyone know what this error is?

small patrol
#

You may have a broken Mod or script. Cannot tell anything more

granite notch
#

i'll have to go through my mod list then

abstract garden
#

Anyone know how to disable text chat while keeping channels (for things like map markers)?

limber ravine
#

I can't remember if it's possible to mute individual channels or lower the volume on a specific channel. I've had this happen where I wanted to prevent certain players in a certain area from hearing each other's radio communications. And it doesn't require mods coolfrog

olive pasture
#

is there a way to remove map markers, like windmills and houses?

limber ravine
#

Essentially, you can use the config to create a map without displaying houses, markers, roads, or fences. You can leave only the elevation map and satellite imagery. Nothing else at all. You can even hide the grid.

#

You can even configure the map so that your fps drops to 10 when you open the map.)

olive pasture
#

It only seems to happen when driving through the tunnel. I tried the rocks from cytech and there were no issues however, they can't be added to the modset

olive pasture
#

It also only happens when controlling the player, in both eden and zeus there are no issues

forest gyro
#

hey guys, making an operation for a server of 50 and would be using headless client to

#

make sure they are optimized for zeus and the players

#

how could i transfer zeus placed units to HC?

#

prefer placing units using zeus because, its more fun for me and also it helps me make sure the ai doesnt do dumb shit

sinful zenith
#

The rocks are too complex. Not much can be done there.
Maybe you can use PhysX collision flags script command, to disable the rocks collisions?

prisma oyster
#

is rock fixing out of the picture?

sinful zenith
#

They are pretty hard to fix. Cuz you know, they're rocks

slow jewel
#

lol @ Lou you got the best one's lol

#

that cracks me up every time i see it lol

ebon light
#

anyone here done much mission making with the sog CDLC?

olive pasture
ebon light
#

Trying to build an alive mission on cam lao nam, and want my players to be able to build like you can in the mike force game mode but cant figure it out, dont even know if its possible tbh but figured id come here an ask

granite willow
#

It didn't worked. I also noticed that there are bridges at altis, that don't show up in props

#

Same as tanoa

small patrol
#
  1. Preview
  2. Aim at the bridge
  3. Press Esc
  4. Open Debug Console and put typeOf cursorObject
  5. Press Execute
  6. See if there is a return value
deep ocean
#

Anyone familiar with altering the lighting on maps? I kind of want to see what the Prairie Fire maps would look like with similar lighting to Niakala

final hill
light tendon
#

I was today years old when I discovered editor + zeus is peak arma 3

thick zenith
#

I'm having some huge issues with multiplayer respawning. I've been trying to set it up so my players can respawn on a living squad member or on the Invincible AI "ammo bearer" i have following them around. But they don't appear as valid respawn positions.

I followed a tutorial to set it up where I placed a respawn module and then Sync'ed it to the "player" units. I then created a second respawn module and sync'ed it the Ammo Bearer who i logging to use as my Zeus character.

#

but during the mission the one sync'ed to the squad only shows one member as a respawn point and only if they are alive, and the one linked to the unit I use when zeusing just never shows up.

ebon light
ebon light
#

Can't seem to find it

civic bane
#

Currently have a problem which I encountered yesterday and persists.

I set up a custom face for my character in the editor, and load into a scenario. However, when I am loaded, it changes to the default face which is the bald fella. This happens regardless of face/faction/language.

I verified all files and removed all mods and this has continued.

Are there any solutions to this problem, and is it to do with the current outage?

flint thunder
#

it also depends on the player's profile.
afair: Faces set order is like that:

player profile > mission(editor-set) profile

unless you set the face and stuff with a command.

slow jewel
#
// in a script file
_x setFace "AsianHead_A3_02";

// or
// in a unit's  init
this setFace "AsianHead_A3_02";
civic bane
final hill
#

hi
is there a way to hide the respawn module position on the map?

#

i've sync'd a trigger to it so that it's only available if enemy Indfor is !alive in the trigger area but it still shows on map

noble isle
#

If you are using the markers I believe there is something to hide the markers

#

But I cant remember of the top of my head

final hill
#

"Nobody" option isn't there in the module

noble isle
#

Is it the marker or module

final hill
#

module

noble isle
#

It should be called something like shown to

#

Or visible to

final hill
#

i used markers for the initial respawn but it won't accept to be sync'd to a trigger

#

i want players to unlock a respawn pos after they reach a specific area

noble isle
#

Im not up to date on using it for modules but you could try createvehicle

#

to just make the marker when you need it as opposed to showing it

final hill
#

yeah

#

module seems to be always visible

noble isle
#

Yeah creating the marker is probably the best option

#

module*

#

As long as you want it hidden to everyone

#

atleast until its needed

final hill
#

how to use a createvehicle to create an empty marker and set its variable name as respawn_east_2?

#

i can't fetch the empty marker's editor name by logging it

flint thunder
#

in unit's init fields

#

😉 a little bit of self-initiative. if unsure, post screens how you did it and we can help you further. but also experiment a little, that is how you learn it (at least i do).

#

@deft peak do we have this as an arma gif yet? 🙂

undone basalt
turbid olive
eternal lava
#

Is there a way to make power lines from electric poles placed in the editor?

#

Say from a simple wooden pole to another

prisma oyster
#

it is really better to use the generator; you can force place poles using "place on anchors" or some other option

final hill
undone basalt
#

initserver.sqf

turbid olive
fossil urchin
fossil urchin
turbid olive
fossil urchin
turbid olive
#

but I remember testing the code in dedi server and and it only worked in init.sqf

final hill
#

been trying to have the trigger work only when any player is present and no independent is present on dedicated server and so far it doesn't work

fossil urchin
final hill
final hill
#

hmm, i'm missing something

fossil urchin
#
({side group _x != independent && alive _x && isPlayer _x} count thisList > 0)
prisma oyster
#

findIf?

fossil urchin
#
thisList findIf {side group _x != independent && alive _x && isPlayer _x} != -1
final hill
#

doesn't seem to fire

fossil urchin
# final hill doesn't seem to fire

Anybody to Activation

this && thisList findIf {alive _x && isPlayer _x} != -1 && thisList findIf {side group _x == independent} == -1

or
independent to Activation
And not present
and

this && (allUnits inAreaArray thisTrigger) findIf {alive _x && isPlayer _x} != -1

But really, don't know how to do good of this.
Issue is thisList using, because it will only return units that will activate your trigger.

final hill
sick meadow
#

anyone know if there's some arma magic i can use to make a convoy obedient? i know this is a hail mary and likely impossible

small patrol
#

What situation makes the convoy not obedient?

sick meadow
#

just trying to get the whole thing to move, only the first three vics move out and the other five stay put or do loops

#

i am aware that large convoys also are tricky for the AI to handle, I'll try breaking it up into smaller groups

small patrol
#

Does some part of the convoy placed like this and have no margin between? Sometimes it makes AI to brake the convoy

#

And this worked pretty fine to me

sick meadow
#

i've done my best to space them out well enough but the last four just won't budge

#

could it just be LAMBS AI conflicting?

#

or maybe just the map (Kujari)? i know AI is quite fickle

small patrol
#

Quite likely

sick meadow
#

yeah i'm gonna chalk it up to that

#

thanks for your help though

real salmon
#

does anyone know a mod or script that can let me and my friend player on zeus but not see eachothers troops? i found a mod called Zeus Wargame, can anyone tell me if what i asked is possible?

scarlet crystal
#

yes

olive pasture
#

do you have any sugestions to use instead of scaling the road texture, it's to change the ground to be better. The issue I have right now is that scaling the texture makes it so you can run into it and glitch out

#

I would have use the runway dirt but uh it aint dirt

copper notch
#

Hey friends, I want to make a scenario where me and my friends are clearing some buildings, but once I play test the mission all of them fall out the side onto the ground

#

Why does it happen and how do I stop it?

copper notch
#

Why does it happen anyway?

turbid olive
copper notch
#

Oh ok

turbid olive
#

so to work with AI in groups in a static position, you need to use those commands, I recommend using disableAI, you can read about this command syntax in the biki

copper notch
#

What if I don't group them

#

I don't think I can

copper notch
#

When I do (MyUnit) disableAI "MOVE"; what do I put in place of My unit when I have multiple objects selected

plain gale
#

Where do you write that?

copper notch
#

I already got it at this point, but I'm doing this in the editor, attributes, Init

plain gale
#

this disableAI "MOVE"

copper notch
#

Nevermind I don't got it

plain gale
#

It just adds it to the init field of all selected units

copper notch
#

Ok

#

I labeled a unit WIGGO and did WIGGO disableAI "MOVE" and they still jumped out

copper notch
#

Was it supposed to be something else

plain gale
#

That should work.

copper notch
#

I do get an error

#

Hold on

#

Error disableai type group expected object

plain gale
#

You added it to the composition init.

copper notch
#

What does that mean

#

Should I add it to each soldier

plain gale
#

You select all units, right click, attributes and then paste the code above into the correct init field

#

is says Object: Init above it

copper notch
#

Oh ok

plain gale
#

you probably right clicked on the flag icon above one of the entities which brings you to the group attributes

turbid olive
plain gale
#

Also better for performance.

copper notch
#

Anyway, I want to host the game with my friend tomorrow, can anyone help me setup a team speak and an Arma 3 server?

#

I'm more or less familiar with TS3 and tfar but I never had to configure a TS3 server myself

#

Nor did I ever host a mp session

turbid olive
final hill
#

anyone remember the mod name that added the option to change map city/town names to custom ones?

#

like you could change Kavala to Miami for ex.
forgot the mod's name

final hill
#

Ty

cobalt prism
#

How do I log weapon, uniform, and attachment classnames in 3DEN? Or in aresnal for that matter?

#

Like, I know I can do it via export with the arsenal and the config viewer, but I wonder if I can do it just like I can do it for vehicle classes in 3DEN

turbid olive
cobalt prism
#

Sounds good, but I think I might just want to export to clipboard via Arsenal

turbid olive
# cobalt prism Sounds good, but I think I might just want to export to clipboard via Arsenal
AllPlayableUnitsItens = [];
{AllPlayableUnitsItens = AllPlayableUnitsItens + [(headgear _x)] + [(goggles _x)] + (assignedItems _x) + (backpackitems _x)+ [(backpack _x)] + (uniformItems _x) + [(uniform _x)] + (vestItems _x) + [(vest _x)] + (magazines _x) + (weapons _x) + (primaryWeaponItems _x)+ (primaryWeaponMagazine _x) + (handgunMagazine _x) + (handgunItems _x) + (secondaryWeaponItems _x) + (secondaryWeaponMagazine _x)} forEach (playableUnits + switchableUnits);
AllPlayableUnitsItens = AllPlayableUnitsItens select {count _x > 0};
AllPlayableUnitsItens = AllPlayableUnitsItens arrayIntersect AllPlayableUnitsItens;
copyToClipboard str AllPlayableUnitsItens;
#

something like this?

cobalt prism
#

That works, but I what I was think is that, in 3DEN, there's a option with right click that logs the class name of the vehicle. It's called "Log Classese to Clipboard".

#

I want that but for like arsenal so I can do it rather easily.

#

Like I can for vehicles

turbid olive
cobalt prism
#

Yeah that's it. I might have to have use ACE in order to get what I want

#

Thanks anyway

gentle mason
#

Trying to have an AI use a custom face texture in the mission file as their face for a mission. Reading through SetIdentity and SetFace on the wiki but scratching my head as to how to apply a custom face texture to a model/how to have it search for that texture

lone zephyr
#

so i got a helicopter set to land and when it goes in the chopper goes through the ground like phases into it and explodes

final hill
idle oyster
#

Hello, i do not know SQF.

I am trying to make an ambush scenario, where BLUFOR ambushes an OPFOR convoy which contains something of use. After grabbing it, the players must escape to a certain point.

I've got this down, but I'm trying to work on a QRF to spawn mid-engagement, and having the players need to run from them instead of fight.

TLDR, I need to make an unbeatable QRF for my mission. Preferably dropped via heli.

turbid olive
#

touching sqf out of nowhere without any idea is hard, so you need to start with some examples and videos (my advice)

turbid olive
#

🚨

hushed marlin
#

Hi, so i've been stuck in a problem a while now. I am trying to do hold interaction on a locker to swap the equipment for a custom loadout. Anyone can help?

prisma oyster
#

I don't see any problems here yeah

olive pasture
#

is creating a super simple object the same as having it baked into the map?

#

performance wise

hushed marlin
olive pasture
#

yes

hushed marlin
#

sure wait a sec

#

[
this,
"Załóż loadout: MSBS",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
"",
"true",
{},
{
private _loadout = [
[
["PSZ_MSBS_556K_406","","","PSZ_AccO_EOT552_NS_DOWN",["PSZ_556x45_PMAG_30",30],[],""],
[],
[],
["PSZ_U_PL_WDL_wz2010_Crye",[["ACE_packingBandage",30],["ACE_fieldDressing",25],["ACE_morphine",1],["ACE_tourniquet",4],["kat_chestSeal",1],["kat_Painkiller",2,4]]],
["PSZ_V_UKO_H_WDL_R",[["PSZ_556x45_PMAG_30",8,30],["CUP_HandGrenade_M67",2,1],["rhssaf_mag_brd_m83_blue",3,1],["rhssaf_mag_brd_m83_white",1,1]]],
["PSZ_B_wz93_WDL",[]],
"PSZ_H_wz2005_WDL",
"rhs_facewear_6m2_1",
["Binocular","","","",[],[],""],
["ItemMap","","rhsusf_radio_anprc152","ItemCompass","KAT_Katmin","CUP_NVG_PVS15_black_WP"]
],
[]
];

    player setUnitLoadout _loadout;
},
{},
[],
2,
0,
true,
false

] call BIS_fnc_holdActionAdd;

turbid olive
#

!sqf

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
↓ turns into ↓

// your code here
hint "good!";
olive pasture
#
[
    this,
    "Załóż loadout: MSBS",
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "", //<----- This needs to be true
    "true",
    {},
    {
        private _loadout = [
            [
                ["PSZ_MSBS_556K_406","","","PSZ_AccO_EOT552_NS_DOWN",["PSZ_556x45_PMAG_30",30],[],""],
                [],
                [],
                ["PSZ_U_PL_WDL_wz2010_Crye",[["ACE_packingBandage",30],["ACE_fieldDressing",25],["ACE_morphine",1],["ACE_tourniquet",4],["kat_chestSeal",1],["kat_Painkiller",2,4]]],
                ["PSZ_V_UKO_H_WDL_R",[["PSZ_556x45_PMAG_30",8,30],["CUP_HandGrenade_M67",2,1],["rhssaf_mag_brd_m83_blue",3,1],["rhssaf_mag_brd_m83_white",1,1]]],
                ["PSZ_B_wz93_WDL",[]],
                "PSZ_H_wz2005_WDL",
                "rhs_facewear_6m2_1",
                ["Binocular","","","",[],[],""],
                ["ItemMap","","rhsusf_radio_anprc152","ItemCompass","KAT_Katmin","CUP_NVG_PVS15_black_WP"]
            ],
            []
        ];

        player setUnitLoadout _loadout;
    },
    {},
    [],
    2,
    0,
    true,
    false
] call BIS_fnc_holdActionAdd;
#

did that work @hushed marlin ?

hushed marlin
prisma oyster
#

remove comments from init fields

hushed marlin
#

o shi sorry XD

#

nope still doesnt work

plain gale
#

Post the code.

hushed marlin
fossil urchin
# olive pasture ```sqf [ this, "Załóż loadout: MSBS", "\a3\ui_f\data\IGUI\Cfg\holdac...

You are missing one {}, (on action start )

[
    this,
    "Załóż loadout: MSBS",
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "_this distance _target < 3",
    "_caller distance _target < 3",
    {},
    {},
    {
        private _loadout = [
            [
                ["PSZ_MSBS_556K_406","","","PSZ_AccO_EOT552_NS_DOWN",["PSZ_556x45_PMAG_30",30],[],""],
                [],
                [],
                ["PSZ_U_PL_WDL_wz2010_Crye",[["ACE_packingBandage",30],["ACE_fieldDressing",25],["ACE_morphine",1],["ACE_tourniquet",4],["kat_chestSeal",1],["kat_Painkiller",2,4]]],
                ["PSZ_V_UKO_H_WDL_R",[["PSZ_556x45_PMAG_30",8,30],["CUP_HandGrenade_M67",2,1],["rhssaf_mag_brd_m83_blue",3,1],["rhssaf_mag_brd_m83_white",1,1]]],
                ["PSZ_B_wz93_WDL",[]],
                "PSZ_H_wz2005_WDL",
                "rhs_facewear_6m2_1",
                ["Binocular","","","",[],[],""],
                ["ItemMap","","rhsusf_radio_anprc152","ItemCompass","KAT_Katmin","CUP_NVG_PVS15_black_WP"]
            ],
            []
        ];

        player setUnitLoadout _loadout;
    },
    {},
    [],
    2,
    0,
    true,
    false
] call BIS_fnc_holdActionAdd;
#

just copied condition (Condition for the action to be shown and Condition for the action to progress) from wiki

fossil urchin
#

i assume you have one [] too much here.

        private _loadout = [
            
                ["PSZ_MSBS_556K_406","","","PSZ_AccO_EOT552_NS_DOWN",["PSZ_556x45_PMAG_30",30],[],""],
                [],
                [],
                ["PSZ_U_PL_WDL_wz2010_Crye",[["ACE_packingBandage",30],["ACE_fieldDressing",25],["ACE_morphine",1],["ACE_tourniquet",4],["kat_chestSeal",1],["kat_Painkiller",2,4]]],
                ["PSZ_V_UKO_H_WDL_R",[["PSZ_556x45_PMAG_30",8,30],["CUP_HandGrenade_M67",2,1],["rhssaf_mag_brd_m83_blue",3,1],["rhssaf_mag_brd_m83_white",1,1]]],
                ["PSZ_B_wz93_WDL",[]],
                "PSZ_H_wz2005_WDL",
                "rhs_facewear_6m2_1",
                ["Binocular","","","",[],[],""],
                ["ItemMap","","rhsusf_radio_anprc152","ItemCompass","KAT_Katmin","CUP_NVG_PVS15_black_WP"]
            
        ];

Last [] is too much, so 10 (0-9) should be array items, not 11

#

@hushed marlin ☝️

#

because with getUnitloadout

[ 
    this, 
    "Załóż loadout: MSBS", 
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", 
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", 
    "_this distance _target < 3", 
 "_caller distance _target < 3", 
    {}, 
    {}, 
    { 
        private _loadout = [ 
            ["SMG_01_Holo_F","","","optic_Holosight_smg",["30Rnd_45ACP_Mag_SMG_01",30],[],""],[],[],["U_B_HeliPilotCoveralls",[["FirstAidKit",1],["30Rnd_45ACP_Mag_SMG_01",2,30],["Chemlight_green",1,1]]],["V_TacVest_blk",[["30Rnd_45ACP_Mag_SMG_01",1,30],["SmokeShellGreen",1,1],["SmokeShellBlue",1,1],["SmokeShellOrange",1,1],["Chemlight_green",1,1]]],[],"H_PilotHelmetHeli_B","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] 
        ]; 
 
        player setUnitLoadout _loadout; 
    }, 
    {}, 
    [], 
    2, 
    0, 
    true, 
    false 
] call BIS_fnc_holdActionAdd;
hushed marlin
#

ohhh okay

#

now it works thanks

idle oyster
#

I'm trying to do an airbase capture map, how can I spawn a helicopter that will fly to a point, land and drop off their passengers?

granite willow
idle oyster
#

in eden?

granite willow
idle oyster
#

think i should give a bit more context, i'm trying to make these guys as QRF

small patrol
#

What makes it an QRF, that is the context. Just telling it so does not tell more info to us

#

If you mean you want them to fly and approach whenever some event has happened, and if that's what QRF mean, use trigger

jovial canopy
#

what waypoints should be recommended for helicopter patrol loops around an area (door gunners or not) and allowing them to eliminate enemies they see on the patrols? I assume search and destroy?

lapis wind
#

Im having trouble figuring out how to determine all of the available electronic light sources (street lamps and building lights) that are on a given terrain - the type that are placed in the builder/come with the terrain.

#

Is there not an easier way to pull up class names for these objects? Ive tried a few different methods but none of them have produced any actual results for me.

queen vapor
#

So has anyone gotten Mission Attributes to work? Mine are abjectly refusing to let themselves be saved to the sqm.

#

To be clear I mean what's also known as scenario attributes

turbid aurora
jovial canopy
jovial canopy
turbid olive
#

if you really want the IA heli to target enemies, you need to do some scripting... like using reveal command

jovial canopy
jovial canopy
turbid olive
#

most of time they are unable to find targets on the ground, even though it's obvious

jovial canopy
#

I see I might have to look more into scripting then. sucks that the basic waypoints don't do that well for ai heli patrols

turbid olive
jovial canopy
#

and can it be enabled via zeus? or enabled when using zeus?

turbid olive
turbid olive
jovial canopy
#

*mostly open ended or free roam ones

turbid olive
jovial canopy
#

I'm testing with the default mi48 + its crew

#

and can this simply target factions regardless of unit type?

turbid olive
primal salmon
#

I'm trying to change the order and the names of the squads presented in the role assignment menu but when i edit the squads attributes/callsigns it doesn't do anything and still has it in the wrong order. Is it because I'm changing the wrong thing, anyone got a solution?

plain gale
#

You have to do some black magic in the mission.sqm to change the order. We did that in the spearhead campaign.

But I think CBA has a tool for that.

wind raptor
timber wraith
#

Its also dependant on in which order they are spawned, if you spawn them in the correct order that you want it should work

#

Is there a setting that makes Eden spawned buildings appear on the map when the players load in?
I'm using 3den enhanced and Zeus Enhanced. I recall being able to do it in the past as a setting but cant find it

plain gale
#

There might be a mod that draws them on the map but they don't show up by default.

timber wraith
#

well shoot

civic bane
#

For the past ~2 weeks, on the editor, when I load a scenario, it gives me the default bald Snowe character instead of the one that I chose in the attributes. Installed again etc, nothing works to fix it.

Carried out the following; new player profile on in-game, went into editor and loaded new scenario with the same problem.

Changed from Default to Sabet, and the issue continues, with only Sabet skin appearing.

So essentially the problem is that the player profile is overriding the attributes selection in the editor.

I know there are temporary fixes such as changing faces in attributes, however these are both impractical and incompatible with GM/SOG for faces which are textured.

Is there a permanent solution to this problem that allows me to select chosen face and play with that face in a single player Eden editor scenario?

Any help will be appreciated.

prisma oyster
#

Is there a permanent solution to this problem that allows me to select chosen face and play with that face in a single player Eden editor scenario?
the solution can be CfgIdentities usage, otherwise by default the game loads your profile

civic bane
prisma oyster
primal salmon
primal salmon
civic bane
# prisma oyster that phrasing made it look like "suddenly" there was a change in behaviour but ...

Performed some more testing;

Command ‘selectPlayer this;’ was ineffective at solving the problem.

Had 2 characters, my character and an AI in the editor under the same unit.

When loading the scenario, I spawned as the AI despite not ticking ‘Playable/Player’ it in the scenario, which ended up with me playing the AI ‘Robertson’ and the AI in the role of ‘Player 1’ if that makes sense.

My character controlled by AI still had the problem of having the Snowe/default face.

This issue is getting more complicated than I previously expected, how should I proceed with it?

I operate on MacBook, if that gives any clarity.

prisma oyster
rain token
#

Hey folks, I have a problem and can't really find an angle to tackle it so I was hoping someone here could help me with that.

I designed a little armory in Eden, just a cage with a table, some guy standing there, giving out weapons and a few weapons and pieces of equipment are on the table (some weapons, some nightvisions, pistols, map, etc, you know, a little bit of clutter so it looks nice).

So, with Simulation disabled on these equipment pieces are not usable / nobody can pick them up and this is great, but I am a little bit anoyed that you still get the "Pick Up" Action displayed when you look at them. Is there a way to disable this action for objects? I know there is removeAllActions or removeAction but these only work for user added actions. Is there another way to remove default game actions like the pickup action?

rain token
civic bane
swift iris
#

something like this,only the front qlin moved but the rest stayed

#

all synced and grouped

scarlet crystal
#

are the passengers in the same group as drivers?

granite willow
swift iris
swift iris
#

i used move

#

only on the qlin tho

granite willow
swift iris
#

oh alr

#

il try it tmrw

#

thanks

olive pasture
#

is there anyway to clear the text on the bottom left?

swift iris
turbid olive
prisma oyster
swift iris
#

do you by chance know where to change behaviour? like the one where you choose if they prefer roads or not

olive pasture
turbid olive
swift iris
#

urghh

#

and the last car is like moving its tires left and right and not moving lol

scarlet crystal
#

Have you tried spacing them out

swift iris
#

nope

#

il try

#

yea 2 of them go on the field and other one turns onto a sideroad

turbid olive
plain gale
swift iris
#

yup didnt make a column formation

turbid olive
swift iris
#

is it in attributes?