#arma3_editor
1 messages · Page 25 of 1
double click on the waypoint
aahh there it is i checked the group leaders attributes
thankss
wow it works, the front qlin is fast while the rest is extremely slow but ig il find some workaround
try putting this limitSpeed 50 in the vehicle's init field
thxxx your so helpfulll <3
is there also one that makes it so a car wont go below a certain speed unless one is contacted, engaged or regrouped?
like in speed haha
this one may requires some scripting knowledge
Is there any way to make a Backpack stay where I want it to in Eden?
I've tried using AttachTo, but it's still flying away
For what purpose? If you want to just clutter the scene, maybe createSimpleObject it
No, I've set it to be a simple object, it still has physics for some reason
No, I don't mean check it, but create it manually via the command
A backpack is a vehicle, so just use backpack class in createSimpleObject
What would the command for that be?
createSimpleObject
createSimpleObject [B_AssaultPack_Kerry], [2990.77,10038.5,0.459], false
Isn't spawning
I'm probably doing this wrong, I have no idea how to code properly
Will pop an error
createSimpleObject ["B_AssaultPack_Kerry",[2990.77,10038.5,0.459],false];```
Hold on, something incredibly stupid is happening on my end with similar code
[pack,target] spawn {
params ["_pack","_target"];
objectParent _pack attachTo [_target, [0.1,-0.78,-0.39]];
objectParent _pack setVectorDirAndUp [[0,0,-1],[0,-1,1]]
};```I can believe chunk of code this can help you a bit
where `pack` is the backpack object in Eden, `target` is the placement target object
Like this?
["B_AssaultPack_Kerry",target] spawn { params ["B_AssaultPack_Kerry","_target"]; objectParent "B_AssaultPack_Kerry" attachTo [_target, [0.1,-0.78,-0.39]]; objectParent "B_AssaultPack_Kerry" setVectorDirAndUp [[0,0,-1],[0,-1,1]] };["B_AssaultPack_Kerry",target] spawn { params ["B_AssaultPack_Kerry","_target"]; objectParent "B_AssaultPack_Kerry" attachTo [_target, [0.1,-0.78,-0.39]]; objectParent "B_AssaultPack_Kerry" setVectorDirAndUp [[0,0,-1],[0,-1,1]] };
No
pack is the backpack object you place in Eden, target is any object you place in Eden to adjust placement
And you only change [pack,target] part of the code
?
Which part is unclear
What I change
[pack,target] <- here spawn {[...]};```
In this context, yes
No, pack in this context is your backpack object's variable name
What have you wrote
[HECK,TXT] spawn { params ["_pack","_target"]; objectParent _pack attachTo [_target, [0.1,-0.78,-0.39]]; objectParent _pack setVectorDirAndUp [[0,0,-1],[0,-1,1]] };
HECK could be undefined then
I don't know why it's breaking it up into lines, but yeah
!sqf
```sqf
// your code here
hint "good!";
```
↓ turns into ↓
// your code here
hint "good!";
And where did you wrote
That's the backpack item
No, the code
Oh
I'm trying to execute it in the debug console
I guess that's not where I'm meant to?
Are you sure HECK does exist?
And what does Debug Console will print if you ask him what's HECK?
What would I write for that?
HECK```
Nothing happens
Then it is undefined somehow
How the fuck
I have simulation enabled
Yeah I have... no idea why this isn't working, anyone have any ideas?
Anyone know, how to make orbat viewer, track a vehicle squad and show the number of vehicles, and if a vehicle is destroyed, one of the vehicles on the Orbat viewer dispears.
in game, not in Editor
How would I have this execute on mission start?
in scenario play mode, press Esc, simply type HECK in debug console and see if it returns a value
All it said was "HECK"
I've managed to get the bag to... somewhat attach to an object, to the extent I think I could make do
so the object exists, neat
Some more value tweaks and I think I've got it
How would I have a piece of code execute at scenario start?
init.sqf or initServer.sqf
Can I access those from within the editor?
no, create them in the scenario directory
Right
Hmmmmmm, that's odd
I've got the backpack exactly where I want it, but for some reason despite disabling simulation (and this code which is meant to make it a simple object) I can still pick it up
I wasn't able to earlier
Except I tried it again the same way and now I can't...
Goddamn jank
why don't you just setdamage 1 it?
does someone know how arma 3 handles seats in vehicles because I'm trying to put AI in a abrams tank but I can't put them in the editor
I can spawn a tank with 4 man crew in the editor but I can't put them back in
I can only put back 3
I think there might be some index issue with seats
might be a mod issue there.
afaik index 0 is commander, 1 driver, 2 gunner, 3 mg/loader, rest other seats etc..
i remember some wwii mods messed up that order where 0 was gunner, 3 driver and some crazy stuff goin on. check if issue is the same with vanilla vic.
probably loader is the same index as gunner
but it's funny to me that any abrams tank has the same issue
RHS or CUP one
Hello everyone, pardon me in advance I haven't done mission editing in a while
Why is that, that the respawn timer is nearly instant when I die?
I have set it to 30 seconds in the multiplayer settings of my mission (with a HQ marker on the map with variable name marker_blue) but it does not care about it and instantly brings me to the respawn screen
the second I'm incapacitated basically, which is pretty awkward as you'd imagine, because first you need to realize first that you are dead, and second because you want a cooldown of atleast a few seconds so that the player just doesn't spam respawns thus draining tickets
Worth mentioning that I have ace installed, would that conflict with the standard Bohemia respawning system by any chance?
My game is in french so it won't help
"Custom respawn" is selected
Only "Choose respawn position" and "Subtract tickets" are checked
maybe you have BIS revive system enabled? I think ace just deactivates it
it's disabled in the settings
and do you have a description.ext file in your mission folder?
it will, pas de problème 😄
yep I do
so this is what was driving me crazy
I was wondering why my settings were having no effect in the eden editor
this file overwrites what you put in editor
thank you
and the marker variable
did you try respawn_west ?
where did you get the idea of marker_blue?
out of my bum apparently
I meant to say respawn_west 😄
https://community.bistudio.com/wiki/Description.ext#Respawn/Revive read this section
A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as "INSTANT".
basically I want a basic respawn system that includes the starting FOB, and every single squad mates (there are 10)
do I have to use [west,x] call BIS_fnc_addRespawnPosition; to add extra respawn points?
as I understand, this is what's happening
with this marker and respawn = 3, it should work
that was just a typo sorry, the name of the variable was correct in the mission
and the respawn is working, what wasn't is the cooldown
all good now?
excuse me
priorities
it now works, but I just need to enable the respawn on all of my squad units
Can´t load our Altis-Life mission with RC Client
How would I get AI to stay in a zone, but do kinda whatever
Like, I want them to take up positions of their choosing in a village, but not venture outside the area
how dare you diss the gull
what is the history behind it?
The Laridae are known from not-yet-published fossil evidence since the Early Oligocene, some 30–33 million years ago. Three gull-like species were described by Alphonse Milne-Edwards from the early Miocene of Saint-Gérand-le-Puy, France. A fossil gull from the Middle to Late Miocene of Cherry County, Nebraska, US, is placed in the prehistoric genus Gaviota; apart from this and the undescribed Early Oligocene fossil, all prehistoric species were tentatively assigned to the modern genus Larus. Among those of them that have been confirmed as gulls, Milne-Edwards' "Larus" elegans and "L." totanoides from the Late Oligocene/Early Miocene of southeast France have since been separated in Laricola.
it was simply a way for dead coop players to still participate I guess ^^
That's why you're the wiki guy
why wont this stupid piece of shit truck move
iv been trying everything
its fucking bullshit that wont move
1000%%%% Fuel
living driver
group leader
seems they don't like piers
you can use setDriveOnPath
having issues with porting dynamic recon ops to another map using the eden editor, ive tried putting the correct workshop ID .pbo into [Documents\Arma 3\missions] which didnt work, because im assuming its not the actual mission, its named 787492209408153082_legacy.pbo (doesnt have any .map), i cannot find the DRO file that does have the .altis at the end of it
cant find a github to just import it into the map i want, if there is one please lmk
It's .pbo file, just copy it and rename the copy
just did that lmao i didnt know it would be that easy, what do i copy and paste? im seeing infantry troops and structures n everything
rename it to format <missionName>.<terrain>.pbo like: myMission.Stratis.pbo. Create some mission on the terrain first to see what terrain name it uses
Also once to you have pbo file, you need to unpack it
with some pbo tool
To work with it in editor
yea i did that already its a saved mission in eden editor i have it opened
its weird tho i only see this
Rest is done by scripts
wdym would it work if i just copied everything on the left n pasted it into another map
I don't know how that mission handles AO
I think it has some predefined location where you can play
Which you would need to edit in scripts
u might be right but this is what people are saying in the comments of DRO
wait
Sounds legit
Don't do that
it says except mission.sqm even though thats only accessed in the pbo
Open it on latis and copy all objects
latis?
Altis
so everything in the entities tab here?
Copy all objects to new terrain
I just don't know if locations where you play are manually added or if mission finds them automatically
Otherwise it should be smooth salling to convert it to other terrains
the mod is supposed to open to the menu where u can edit all the variables, but whenever i click play on this new map thru the eden editor where i pasted everything, it just places me as one of the soldiers and no menu pops up
uhh
think im missing something
new map
am i meant to now port this mission save into a scenario
wait i think ik waht to do
The role selection menu? You need to click play in the top and test in multiplayer.
i forgot to paste the files from DRO into the new map imma see if it works now
DRO?
Why are you doing that?
^
porting it to a new map
Oh, I thought you were talking about something else, sorry.
workin thank u man
i was trying to make that burning thingy on oil rigs, but for some reason it always drops at water level. i tried placing it with coordinates, but they either float far higher or at water level again. im using flooded vr - 200m and GreenVR for skies, and think that flooded vr might be an issue because of coordinates problems maybe? idunno
the code in modules is
fire: this setPos [getPos this select 0, getPos this select 1,56];
smoke:this setPos [getPos this select 0, getPos this select 1,56.5];
i tried deleting it but they float up
!quote 5
stop using 'setPos' for the love of god
Leopard20; Tuesday, 10 August 2021
setPosASL (Above Sea Level) or
setPosATL (Above Terrain Level)
with any (which i checked) Z coordinates ATL it wont move from the water point, but with ASLW is more stranger bc when i put it 84.8 (the point where it needs to be) goes to 54.3 (1), when i put it 100 it goes almost as i need (2) and when i put 120 it goes back down (3) but then with higher numbers it started going up again, and Z coord where it needs to be for me is 168 which is 84*2 sooo ummmm i have no idea why but it works and im happy
does anyone know if the 3den Enhanced things like the "Establishing shot" work in multiplayer?
It should. But there are some mods that cause it to not work (reason unknown as I never received a repro)
and… use the according getPos* as well
is there getPosASLW?
it seems like it just happens while the game is loading in so no one sees it.
afair i put a timer on the establishing shot, so it plays a minute or 2 later - can be confusing for faster loading players, but makes sure they see it.
are you able to build in the area outside the main Livonia map?
I can't attach a picture of what Imean exactly. Not sure how else to describe it.
The all flat area with nothing in it? Yeah, but you can't zoom in onto it in the map.
Would the GPS pulled up with the bracket keys work?
I believe so, but I'm not sure. It's not like it would show much of anything anyway.
It would show placed buildings, no? Also, AI navigate that area normally?
I don't think placed buildings show up on the map.
Oh, yep, that looks to be true.
Still workable. I think if I can work with that.
Thanks Joe
is there any reason why a helicopter with a land waypoint at a helipad would land randomly when flying over territory? i've set the ai to careless/hold fire but the helicopter lands when it flies over an island on the way to the helipad.
to elaborate: the AI pilot seeks out any and all territory below it and immediately begins to land, despite having move waypoints assigned and a land waypoint at a designated helipad
Use a command to land rather than the waypoint
vehicle has hidden model (like in the same place where u can choose simple objects and stuff) and im using hideObject to show it on trigger activation. it works fine with showing, but vehicle don`t have collision and falls right down, can i enable collision separatly smhw?
so what's the question scotty?
You're obviously not going to do that but okay 😂
Open the editor in the main menu and have fun
This will show you how to create a basic mission with three tasks from start to finish.
This is the link to the additional files for your mission folder.
https://drive.google.com/drive/folders/1EcEI2bZ3qnNh-vkFbsa9-pbqwizajFOj?usp=sharing
For a mobile spawn (on Squad Leader or Vehicle) see this:
https://youtu.be/sIZ9iOKMD5Y
Please like, share...
i got it to work eventually by removing the offending helicopter
i'll use commands instead though for future transports
these pilots were certainly on the naughty list
thank you folks for the assistance
I am trying to have enemy reinforcements bny heli. I have a hold waypoint and a trigger for Blufor when detected by Opfor but i cant sync trigger to waypoint. Wont let me sync at all to any waypoint. Any known issues with syncing triggers to waypoints.
*by
are you doing connect > sync to or connect > set waypoint activation when connecting your trigger to the waypoint?
also, if you're skipping the hold waypoint so your enemy reinforcements head to the location after blufor is detected, make sure the trigger type is set to "skip waypoint"
I have tried set waypoint activation with a trigger set to blufor detected by opfor. Also have tried skip waypoint trigger just synced to first hold waypoint but it wont let me use a basic sync from any trigger to any type of waypoint.
weird
sorry i don't have a very in depth knowledge of why that may be happening
the two things you have already done were my best guess to fix it 😅
Thanks anyway I'm trying reinstalling Arma 3
why?
is just a matter of you sending a screenshot of what you're trying to do
Ya i probably should have just done that lol already started the process but ill try again and if I run into same issue will post clip
yeah next time do that because 99% is user problem
Sounds good thank u for the advice
so here is what im doing. video was too large to upload and cant afford nitro rn. https://www.youtube.com/watch?v=vK6NiGyveqc
Skip Waypoint - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically
thank you much appreciated. been on this all day lol simple fix. love this discord
always check the biki page and find some youtube videos, this game was released > 10y ago, there are a lot of good tutorials out there
and read a lot, you will learn a lot of cool stuff to do in this game
Will do i'll double check em next time. thanks again
does anyone know what causes the zeus remote control bug/how to fix it without reloading? it seems like sometimes whenever i control a turret and exit the remote control it makes it so when I go back to my og player or try to control anything else, it doesn't respond to my key inputs at all
nevermind i found it, really easy fix just put this into the console:
player remoteControl objNull;
Bruh... SetmarkerAlpha -> hideobject
Hi chaps - anyone know how I can force a portable helipad light to be on all the time using the init? The map I am on does not have darkness in full, but low light - but not enough to trigger the lights automatically. Thanks
Thanks, not sure if I did the right think but I tried "cursorObject switchLight "ON";" on a runway edgelight and it didn't work.
did you check if cursorObject is not null?
and also check if the light is on with this command https://community.bistudio.com/wiki/lightIsOn
switchLight works for most of the objects, but Idk about those portable helipad light
also, for sanity check, change your video configuration Dynamic Lights to ultra
Sorry, when you say "did you check if cursorObject is not null?" - I don't follow or see that option? So it should be set to null or not? I cannot see an option to switch that.
I'm not sure how to use that either- https://community.bistudio.com/wiki/lightIsOn the commands "_it = lightIsOn object 159582;" seems to depend on an object number. I am not sure how to find that? I thought it would be a matter of dropping a light on command into the init - typical arma eh! 😂 Thanks
it takes an object as an argument, just do the same thing with cursorObject
to check if you're aiming right basically
put cursorObject in some line of the watch, if appears <NULL-OBJECT> it means that you're not looking to any object
Heya people ^^ Is there a way to open the doors of a vehicle in the editor if that isnt an option in the Vehicle Appearance or edit menus?
Thanks mate, but I can't get it to work. Maybe there is a strightforward thing I can put in the init...will have another google.
if that command doesn't work, maybe it doesn't work for that prop
Since Arma 3 v1.92 this command was extended to work with street lights and some prop lights, like portable construction light.
Hey uhm
Idk if this the right channel but
Can i use the Eden editor like Game master in Reforger?
I really enjoy making Infantry fight against each other and taking control of CAS elements
But i am new to A3 and am not sure if i can
The Eden editor is the way you make missions (no time goes by). Zeus is the real-time editor (time is always going by).
I feel stupid😭
How do i access Zeus
Are you making a mission in the editor you want to access Zeus in?
No
I just wanna like
Pit AI against each other
How are you entering the game world?
What?
How are you going from being in the main menu to being on an island?
Idk?
I don’t even know how to access Zeus?
What you want to do is make a mission in the editor.
Place down who you want to be and use the https://community.bistudio.com/wiki/Arma_3:_Module:_Game_Master to turn on Zeus.
Press enter to play.
x
Hello everyone, I have been trying to make a warlords mission, but one of the factions from the mod I want to use Is INDEP, how do I change the faction side on the config files?
I tried to use ALIVE but It keeps bugging out on me.
Hello chat , I have a question , I was looking for a mod that would replicate arma 3 to games like Battlefield , which makes arma 3 objective based capture and defend , is there any mod for it in the community ?
i`m pretty sure that its more of a scenario thing rather than a mod
A quick guide covering the process of creating capture points in the Eden Editor using the "Sector" module and a few logic entities.
I mean yeah but , Having a mod is better , do you know any mod that makes it like that ?
things like that are usually scenarios
Yes , I know , but can I make the scenario in eden editor and play it in scenario menu ?
Rather than like eden editor playthrough
Yes. Just export it to Singleplayer or multiplayer. Go to the file menu top right left in eden editor to export.
Thanks bro 🙏
I want to make Iran Iraq war operations
Also cold war and early 2000s war operations
And another question that is there a mod which is like zeus but not zeus ?
Like not entirely like it , but its features and something mixed with objective based missions
Or I gott adesign that myself as well
Like a mission that also has Zeus?
There are lots of mods to put Zeus in any mission.
Yeah like how can I design the missions on different maps with different factions , is there a complete guide for it
Are you asking how to create one mission that's one way or how to create a mission that can be on different terrains with different factions?
I mean the ones that are in the channel of ORyan zues gameplays but in singleplayer u know
I don't know what you're describing.
I am saying like how can I design missions on Zeus , which I can select a map and factions to fight u know
Where you just select it and go straight into the fight?
Yes 👍
Is there also ways to design different missions ?
I thought thats only in eden editor
You won't be making that on your own.
Just use maybe https://steamcommunity.com/sharedfiles/filedetails/?id=2867537125& (Antistsasi), https://steamcommunity.com/workshop/filedetails/?id=865214690 (Dynamic Combat Ops), https://steamcommunity.com/workshop/filedetails/?id=722652837 (Dynamic Recon Ops), or some other one that exists.
Hey guys
@flint thunder gang, respectfully sybau
Mf over here reacting on a Days old message
Get a life
yes: in mission folder, looks something like this (you will have less stuff here, likely just "mission.sqm")
alr,thanks, i only see a read me so il paste in a image i thin
k
and ingame looks like this; make sure to use .paa or .jpg, not too big, and might have to scale it
!issueWarning 1281644773714825278 language and behaviour. not your first time, so make it your last or I will
Done.
energetic_moose_ now has 6 infractions.
lmfao
thor really went crying
what did i expect
to what
you to your behaviour; take it like it is, you breach the rules, you get rekt, period
don't try and blame someone else
Hej, little kid; please contribute nicely here or get lost.
first; learn some respect and wholesomeness,
second; do not tell other people on the internet what is best for them,
and third; have a merry christmas, cheers!
PS: ContainerShip did not get an answer to his question yet, so here we go. That is all this discord is about.
And i do have a lkife, that is exactly why i am not on this discord every day 😉
!ban 1281644773714825278 90d get that hypernatremia checked – see you next year!
*PewPewPew!!*
RIP @stuck willow
energetic_moose_ now has 7 infractions.
ezpz 🍋 squeezy
☁️🧹
Jeez, people get crazy nowadays.
Merry Christmas to y'all.
likewise 🍻
How and where are terrain render distance and objects render distance defined in missions? When I find myself playing and self hosting COOP missions that I find on the workshop, with friends - more often that not I have no control over the render distance, it just defaults to an extremely small pocket of fog where you can't see anything beyond 1km.
In the case of Zeus, well I have a scripted composition that allows me to change either render distance.
In the case of user missions that enable the console, well I can run commands like setObjectViewDistance x; or setViewDistance x; for example to get that sorted
but in the case of user missions that do not enable the console (don't have an explanation for that either?), well me and my friends are stuck with a piss poor render distance
it's usually fine in boots-only missions, can even give a cool atmosphere look on maps like Malden, but in air missions it's just unbearable
and so I'm wondering what settings affect the host/mission render distances and where they are located, files, attributes, is it even possible in the first place? Can I use a mod to control it across the server or maybe run commands? I'm at a loss
Mods like https://steamcommunity.com/sharedfiles/filedetails/?id=2081120309& are good debug console + cheat menu mods.
I believe the server settings also have some control over the maximum render distance if it's not forced by the mission.
I put setViewDistance in a game logic module
err thanks for your help guys
Can the debug consul be used to view code real time?
What is "view code real time"?
I don’t know if it’s even a thing or not. I work a cnc machine that displays the code as it’s being run on the machine. That way if there’s a problem you can see exactly where/what in the code caused it. I would guess that a similar thing is going on with the game software just behind a curtain and was curious if there was a tool to view it in game. Trying to think of a way to execute a taxi script when an AI plane lands.
So urm, I'm trying to clarify what you want
Is it called a "debug method" or whatever, using an obvious command in the script file?
I don't know what does CNC machine mean, unless that literally means a machine that used in a factory IRL
I work a cnc machine that displays the code as it’s being run on the machine. That way if there’s a problem you can see exactly where/what in the code caused it.
This makes sense for a machine that runs one program at a time. Programs that consist of physical movements that take human-perceptible amounts of time.
But computers can execute code much faster than that (execution times are often measured in milliseconds, microseconds or even nanoseconds), and they can execute multiple programs simultaneously. There is no way a human could keep up with that. Instead, debugging tools allow users to set breakpoints and to walk through programs step by step.
Unfortunately, there is no mature debugging tool for A3 (as far as I know). If you want to see what your A3 scripts are doing, you can always add somesystemChatordiag_logexpressions for debugging (e.g.systemChat "Waypoint added"orsystemChat format ["_myVariable = %1", _myVariable]). Just remember to remove them when you're done debugging.
Yup literally irl. Sorry for the random question. More of a concept than anything. I should probably take a minute to learn more about the debug consul in arma before I get carried away.
Thank you, that’s a good explanation!
I see, I must read it a bit wrong. What he said, in Arma 3 and SQF files you don't see which line is actually going right now but use some obvious commands like systemChat or whatever
So as far as timing scripts based on AI events goes, would you say it makes more sense to look for in game cues and understand the functions driving them? For example an AI auto pilot carrier landing, any thoughts on what in the ending of that sequence could be used as a trigger?
if I understood correctly: engine events
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#LandedTouchDown
That seems like a good place to start. I’ll do some reading on it. Thanks for the direction! I work with sqf and sql a bit at my work but with arma I’m just learning my way around.
CNC, stands for Computer Numerical Control i was a machinist 25 years CNC Mill for me
CNC uses G & M code programing
basicly X Y Z programing 🙂
my CNC MACH. held 300 Tools: it was as big as a House 🙂
whats it called whenever my character like has their viewpoint frozen so like your gun only aims forward and you can only move forward
Wow, 300 tools is a lot to keep track of! I’m cutting sheet stock for cabinetry, so not that big. It’s cool though! Very useful machine.
@fringe sphinx i kept a tool list of all the tools lol the tool chain was huge it went up to the roof of the building 🙂
this mach, was a horizontal mill it was a Awsome Mach: the spindle was 30,000 dollors alone
talk about sqeezing your ass hole: i was when i was running that 🙂
@swift iris sounds like you have free look on m8
yessss,how do i turn it off haha i hate it whenever im in the middle of a battle and it locks me in
oh wait theres the keyboard settings
wow such a simple fix
cant believe i havent thought of that
No joke! You can definitely do some damage if you’re heads not in the game.
Hello , I have a question , where is the chat dedicated to topics about mods in arma 3 ?
There is no dedicated channel about a Mod, or Mods in general. You may try #arma3_questions
can you make it so that drivers only drive around on roads in circles,Like around the roads in the blue pearl port but only there and not make it stop at the end of MOVE waypoint?
thanks :>
hi
i was facing an issue with a holdAction i wanted to have for a coop mission on a dedicated server and wanted to make sure the result is seen by all players
in the commander.sqf
sleep 1;
["Commander", "Fireman 1-1, you guys came just in time!"] spawn BIS_fnc_showSubtitle;
sleep 7;
["Medic", "We got hit a few hours earlier and he got hit, we barely holding together here."] spawn BIS_fnc_showSubtitle;
sleep 7;
["Commander", "SITREP is 2 squads were tasked patrolling North of the FOB..."] spawn BIS_fnc_showSubtitle;
sleep 10;
["Commander", "Recon team missed their report in schedule..."] spawn BIS_fnc_showSubtitle;
sleep 10;
["Commander", "Follow their patrol route and bring them back, counting on you"] spawn BIS_fnc_showSubtitle;
brief1 = "done";
can someone give me tips on what's missing here, as no player was able to see the subtitles
remoteExec spawn that sqf 🙂
you mean
remoteExec ["execVM", 0, false];
"commander.sqf" remoteExec ["execVM", 0];
?
that's the idea, but definitely not the syntax ^^
["commander.sqf"] remoteExec ["execVM"];
actually your second script line would have worked iirc
So if the GE tag (global exec) is not on the wiki page entry for that code, I must remotexec the sqf call fornitntonbe seen by all players?
depends on the code
if you have LE, yes, Local Exec = needs to be remote exec'd
GE = Global Exec, the game spreads it
no info = guess 😬 (test, actually)
yeah that's what i was confused with, spawn BIS_fnc_showSubtitle had none 😅
I suspect Local Effect 😄
ok, just so i understand it
-When playing in a dedicated server, always remotexec any script so its seen/heard/experienced by all players at the same time (unless it has the GE tag in the wiki in which case it'll do that by default)
it depends on what you're trying to do with that command
local effect just means that its effect is only seen on that machine, and not always you have to remoteExec everything just because it's LE
so for example calling BIS_fnc_endMission
this ends the scenario for everyone, even tho its LE
but BIS_fnc_showSubtitle has no tag (due to testing and it having no tag info its LE) and hence has to be RE'd
is that a fair understanding of dedicated mp?
every command/function related to User Interface, it's presumed to be LE
if you want every player to see a hint when entering the server, if you put it in the initPlayerLocal.sqf, you might not need to remoteExec that
and https://community.bistudio.com/wiki/BIS_fnc_endMission it requires remoteExec if you want that effect in all clients
but like, if you want to just end a mission for a player entering a wrong slot, you can do that locality on his machine
I used this as is before and it triggered for all no problem tho without remotexec'ing it
I can’t for the life of me figure out how to properly link radio triggers
If i want units to move on a radio trigger i do #0 hold and then a bunch of moves, and then link the trigger to the hold or the first move?
What
If you want to skip a waypoint with a trigger just set it as skip waypoint in trigger's attributes
I think Ive used runway objects in the editor before but can’t find them for the life of me! Could be a decal, I just want paint and cement to overlay a crappy terrain texture. Anyone know where to look?
use set waypoint activation on hold waypoint not regular sync
hey guys, is it possible to create little scenes using Virtual Reality? I have to record some scenes for cinematic purpose but sometimes using a full map would result in too much stutter, the REAL QUESTION is... : can you place a sky into VR?
Yes but it's a config thing not editor
Also you can just decrease the view distance on a terrain to mitigate the stutter issue
so it'll require some scripting?
More like config writing. Search for VR conversion terrains on steam workshop, EO made two I think, desert and winter
sorry, do you have a link? I tried to search for "conversion terrains" but can't find anything, also, EO stands for? Is he a mod creator? thanks
thanks a lot!
Recently in my unit we noticed player characters speaking with AI voices. Giving orders, reporting enemies an so on. We had no AI controlled slots in these missions. Any Idea whats going on?
Auto report (server profile settings) is on
will check that, thanks!
Hey quick question, how do I open a vehicle door in the editor? I wanna pose some screenshots with the Landing ships from Expeditionary forces unloading troops
That landing ship has attribute to do it
Oops, somehow overlooked that 😅
Though outta curiosity, is there also a "general" way? Since I've also had this with vehicles that forsure dont have a attribute for it, or is that just a lost cause?
(for example, to stay with the same planned series, the rear troop hatch on the AAV-9 Mack)
something like this will work in the console to print out sources and statements to animate (if available). Place the vehicle you want and look at it, then execute in the console:
stateCfgs = (configProperties [configFile >> "CfgVehicles" >> typeOf cursorTarget >> "UserActions"]) apply {getText (_x >> "statement")};
animCfgs = (configProperties [configFile >> "CfgVehicles" >> typeOf cursorTarget >> "AnimationSources"]) apply {configName _x};
finalOut = animCfgs select {toLower _x find "door" != -1 || toLower _x find "ramp" != -1};
copyToClipboard (typeOf cursorTarget + ":" + str finalOut + "," + str stateCfgs);
is this what you mean?
I'm looking for ideas on how to efficiently make a huge wall to obscure the outskirts of the Livonia map while players are on the inside? Not sure if I'm explaining it well.
what do you want to do exactly?
Is there a way to change the map loading screen? I’m using a terrain for the workshop with a treasure map loading screen but am looking for a different vibe.
you could use deformer
Thank you!
On Livonia there's a lot of space around the outside of the map I want to use as custom built locations that the players teleport to. When you're at the edge of the built up part of the map you can see pretty far out there because it's all flat. I want to make a border or wall (in an efficient way for performance) to prevent them from seeing out there. Like a wall of fog or something.
Deformer doesn't work out there. Says Out of Bounds.
you can deform the parts of ground that are within the map boundaries. Or place some wall objects, but it may cause performance issues
also be aware that ai doesn't really work outside of the map boundaries and you can experience other bugs.
The AI seem to work fine on the outside of Livonia
it would be better to place your custom "locations" within the map and show/hide them depending on current requirements
Can you hide/show entire eden layers without targeting every object by name?
Bisect ftw
So is this a thing I take up with Steam or BI? Anyone ever had this publishing their mod?
The Steam "Invalid platform - a parameter is incorrect" error
often means your game files are corrupted, your system isn't compatible (e.g., 32-bit system for a 64-bit game), or there's a Steam client glitch, with common fixes including verifying game files, clearing the download cache, running Steam as an administrator, or checking compatibility settings, with a full Steam reinstall sometimes needed for stubborn issues.
Suggest Uninstall/Reinstall of Steam + Downloading and Verifying the integrity of the game.
Hello administrator, my account has been stolen and my ARMA3 account has been banned. How can I resolve this?
Hello, there do not exist Arma 3 profiles (Arma Reforger does have public accounts)
if you have been banned from an Official server on Arma 3, there is nothing you can do.
you may have been banned from a community server on Arma 3 – you should contact said community, we do not manage these ones.
as this channel is about Arma 3 Eden Editor, you can discuss your issue in #arma3_troubleshooting. thanks!
I'm going to drive myself crazy trying to just create a new inventory item. Is there an updated/confirmed tutorial for just making a simple PBO that creates a couple items you can use as inventory items?
I wound up making one, but I can't take them out of the container I have them in.
Nevermind, finally figured it out. The container I was adding it to doesn't accept the item. 
Anyone know anything about flooding maps?
I’ve heard about it but don’t understand it
Don't understand what
And what is the question?
Does anyone know how to accomplish a similar effect, ie flooding an already existing map using a script.
setTerrainHeight command
Oh dope thank you
I have this error message as soon as I open the "Open Scenario" dialog. Anyone knows what can it be?
I think it's because you don't have this map loaded in your modlist
Harmless error anyways
Yep, but why? I just try to select my scenario .... I am not trying to open a scenario using a missing map....I go with it for months now, but facing this error messages dozen times a week... I am gonna turn crazy. Any temp file or something?
Because this screen already tries to lookup missions that use the terrain that does not exist/not configured properly
you mean, if you have one scenario built on a map that you have removed from your addons, you face an issue?
Something like that
100% crazy, but it would explain....
It's not crazy at all
it is. There are hundreds of maps, I built scenario for so many, but sometimes I have to clean my local addons. I don't want to delete my scenario even if I cannot play with it temporarily, and it has no link with the fact that I should be able to deal with the ones for which I have the corresponding maps. An error while trying to open it.... indeed. But not just because it seats into the existing scenarios.
Well, it's okay if you think it is, it does nothing to do with your existed/working properly mission anyways
Just bother for nothing, yeah. Will continue to click OK cause it is less effort than managing the scenarios folders between those I have the map and those I don't.
because you were diddy blud
let's hope they stay at that.
There's a mod that hides all of those errors, dunno whether it creates a dependency or not though.
chat gotta question getting this error its saying to switch the uniform but like why ? never had this issue before
ERROR: Switch uniform! Uniform is not supported by soldier
16:30:02 Uniform U_B_InvisibleUniform_lxWS is not allowed for soldier class O_InvisibleUniform_lxws
you are using a uniform that is not of the soldier's side
its not curved, its two rectangles at an angle
yeah i see that but the both rectangles are kinda curved right?
oh nvm its just rotated
my bad lol thanks
is it more worth to do unitcapture or just manual waypoint and hope the ai doesn't fuck it up?
depends on what do you need it for
if you want a land vehicle to follow a very specific path you can use setDriveOnPath
Hello All, In my mission I am trying to create a gun wall (peg board wall with guns attached to it) and some of the guns I want to put up don't show up in the list of Weapons. RHS and CUPs do, but MCC guns do not. I tried to create the object using the command "create3DENEntity" and that did not work. Is there anyway to get these guns to show up in the editor and add them to my wall? I'll include a photo below so you can see what Im aiming for.
Hello, looking to have AI insert to an objective on a dedicated server with a helicopter, but the transport unload WP just gets skipped, I've tried some scripts as solutions but they just don't do it on a dedicated server, even when blacklisted from my HC, I use the DCO AI mod, any suggestions?
for some reason this helicopter doesn't stay still even though this disableai move is on
i fixed it somehow
Some objects (i.e. weapons) do not have an editor model, so no you have to stick to weapons that do have one (having a model when in hand and on the floor is not the same thing, for example some magazines have a custom model when on the floor, others have the "default" model and are just bugs)
Hey Madstalk3r, thank you for the reply, I will move forward with the options that are in the Editor. Thanks again 🙂
how can i find out what all the different audio options are like playSound "RadioAmbient2"; and how they sound?
i cant find them anywhere
and also how can i force players to have the ai's name instead of their own? kinda ruins what i planned
They are defined in CfgSounds
setName
thanks to both. also my whole scenario this create task was working fine but for some reason it's not firing now there's even nothing under map/tasks. does anything look off?
No idea. I've never used module to make a task
ok ill do script task instead
I haven't said you should
Hello, I am getting back into ArmA photography after my rig was upgraded. The C drive needed wiping but I had backed up compositions and missions. However, ArmA doesn't see my compositions and missions despite pasting them to their default directories. Also, a preNLOD error occurs when viewing uniforms in ACE when mods are loaded. Issue isn't fixed by verifying files or by redownloading CUP core terrains. Any ideas what the issues may be?
Does anybody know if you can 'pause' the wounds inflicted to an NPC?
Looking to make a CCP/evacuation op, set up the patients across the AO at the start of the op but not have them bleed out well before the players arrive.
I trialled this in Zeus, adding the wounds to the patients just before the players arrived, but had very mixed results
Guys can someone help me? I have mods on arma 3 but when i go drag vehicle/tank/helicopter/jet, the team doesn't work for example i use opfor ka-52 and when i click on it drag it and spawn it, its yellow its not opfor neither blufor, just yellow but when i put someone from opfor inside then it turns red
Have you ticked 'Include crew'?
Bottom right of the screen
wym
not that dude
when i spawn any vehicle without crew it says its like netrual?? but before for me it showed its for opfor/bluefor
look
its not in blufor file like its supposed to
This tick box
The reason why it's showing empty and yellow is because it doesn't have AI in it
Ticking that box will spawn it with the correct AI
yeah but i dont want AI in it i want empty heli to be like blufor the moment i spawn it
It's already BLUFOR in accordance with config value.
There is no issue then
It's doing what you want it to do
so when tank is empty lets say its abrams its supposed to be yellow?
In the mission, it will become BLUFOR once you put AI in it. The same will happen if you put OPFOR in there
Yes. Yellow just means it's empty and has no faction
As soon as an AI from BLUFOR, OPFOR or INDFOR enter it, it will change to that AI's faction
okay thanks i didnt understood it well i couldn't find it anywhere
it looks like all my modules stopped working for some reason
its possible to edit a map which is correctly loaded with 2d eden but not in 3d eden?
I keep getting this error even with only base game. Doesn't matter what map. I am using the Performance Profile. I have validated all files and keep getting it. Anyone see this before?
You have loaded one or more broken Mods
But its doing it WITHOUT any mods
Then you have a broken PBO in it, somewhere in your game
If you ever moved a PBO A to B, that's the issue
I don't touch base game files, thats whats weird. It just started doing it maybe a week or 2 ago.
and validation didnt find any errors
Validation will NOT find an extra file
Only missing and broken
But validation is still not perfect, you still have a chance that it missing small issues
You may simply try to check CfgWorlds in Config Viewer to see any weird config anyways
Well it seems to be the Performance / Profiling build. I switched back to normal and didn't get the error. When I switched back to the Profiling build, the error came back. So my guess its a problem with the Performance / Profiling build.
Do you guys think in a PvP game it would be fair to make the pilot and co-pilot of helis invincible while in their seat?
It feels really shitty for a pilot when they die to a random stray bullet. And i would rather people have to rely on disabling the aircraft itself.
My idea is to try make _role driver and commander invincible on a recursive script on the vehicle.
Stray bullets that kill them are pretty rare
Making them invincible can seem unfair when a player lands a very good shot
If they die more than usual, I'd say it's more of a skill issue than lack of chance
Disabling the aircraft can be done, but either you have to land a pretty good shots with AT or lock and pray they don't use countermesures
I was just thinking in terms of gameplay less so realism it seems more common than i would like. It makes sense if the heli is landed and surrounded but taking stray vehicle fire or infantry fire and dying instantly even though the vehicle is 100% sucks and feels more random than skill.
I feel like making pilots unkillable in the vic would remove perceived RNG
Like when a heli gets shot down by AA or engined by a .50 that is 100% his fault. But catching a stray while flying always feels like BS
Damaging a vehicle can result hurt crew inside. Is that what you mean?
Ya im fine with it killing passengers and gunners but it doesnt make it any less unfun and unpredictable for the pilot to get taken out instantly.
Im not talking about realism at all just about gameplay
Like minimising deaths that seem random and like the player couldn't do anything to prevent it or react to it.
unless the helicopter is quite low, nobody shoots randomly at the sky
so those stray bullets are not really stray
I get what you are saying tho, but I don't think you can make specific players become way more resistant when they enter a specific slot in a vehicle (maybe with Ace ?)
so either you keep it like it is now, or you make them invincible
but it would be def unfair not to tell people about it, so they don't waste time and ammo on the pilot
you might be able to add to your script an altitude check, so pilots are not invincible below a certain altitude, but that's above my scripting skill
I see an issue when the birds are on the ground anyone can jump into the seat and not be killed like from an ambush. That would start to piss me off if I'm shooting the pilots and I can't kill them. I think the pilot getting shot is all fair in play. Just have to be a better pilot and learn to turn your aircraft away from incoming fire. What kind of helo are you talking about, just a transport or is it attack capable. Also are you one of the pilots?
TBH i have noo idea how to fly in arma but i do fly in squad
I think if i could come up with a good way to remove their invulnerability while grounded it would be fair. But also a lot more heavy of a script.
Arma i mostly do infantry and armor
But i hope you see what i mean. People dying to things they had no ability to predict or counter is not very fun.
Same reason im not a fan of having many or any attack helis, or boomb drones in pvp
I think you are totally right about being able to kill them while grounded though
Most helicopters (at least in the base game) have armored glass, which makes it pretty hard to kill the pilots with regular guns.
How do you set the briefing in eden editor?
how did u get this menu?
?
It's from the ACE mod.
Yeah, I use kp lib functions to do that for me
Someone know why scaled objects in the editor works fine but after i press play they dissapear? i created a room using scaled wooden drawers, the thing is, only some of the appear, and the others just don't exists
Visual bounding boxes, iirc they only scale up to a certain point
How big did you make these?
1.9
I made the same object type scale to the same size, but the props themselves that i spawned, some of them just not exists and some of them do
How exactly are you doing the scaling?
Howdy all, getting back into mission making so I'm a little lost. Actually, very lost. I mostly work with the modules and triggers and my scripts aren't anything complex.
I got a truck with a simple addaction to "check the engine". How can I have a trigger condition check if the addaction has been activated? And also delete the action afterwards.
what does "check the engine" mean
How many trucks have the action? only one?
In the action script put:
TH_CheckEngineWasActivated = true;
Depending on where the trigger is, you might also add a publicVariable "TH_CheckEngineWasActivated"; after it.
In the trigger condition put !isNil "TH_CheckEngineWasActivated"
To delete the action. The action's script gets the actionID as argument, which you can pass to removeAction inside the actions script.
Removing it on all players, if you are in multiplayer and everyone has the action, would be a bit more annoying.
Olnly this one truck. Basically Player is told to pull over, then is given a custom action to check the engine which will cause smoke to start emanating (Smoke module)
Not in the editor now so I cant copy paste my addaction line but it was the bare minimum, something like Truck addaction ["Check the engine", {}];
Where would I add TH_CheckEngineWasActivated = true; in there?
And sorry, but I'm no programmer so some things are falling on deaf ears. I don't know what an argument or actionID is lol
Its singleplayer, so dont need any MP workarounds
Inside the curly {}
And after the semicolon add
(_this select 1) removeAction (_this select 2);
I'm not sure if the numbers are correct, the addAction wiki page lists the parameters and I won't look bow
Thank you, I'll try later, I got a sesh with my friend now
using 3Den enhanced with the scale field
It works; Thanks again
with the advanced towing mod, can i have a vehicle already set up as being towed in the eden editor?
i want to have a truck setup with a boat towed behind
dont need no mod for that
i got a idea lets get like tons of mods even tho we don't really need them 🙂
hey guys on the eden editor there is no longer the show info on modules . to show you how to setup modules 😦 ,
hover over the names instead of the fields
if you mean the images dunno where they went
yes the images
not sure if this is the right chat but its eden related so,
are there any good mods for some modern military installations/fortifications that could be used to make something more modern? Im trying to make an island base for a training map for a unit im in so they can do some water based raids that looks farily real world but theres kind of a lack of assets that fit.
There's always the CUP mods and the CDLCs' compatibility datas.
its possible to edit a map that is loading with 2d editor in eden but with 3d says: 'Error when loading the scenario!' ?
You should have a prompt asking to convert the mission.sqm when trying to load it in 3DEN
@real glade didn't shown any prompt when loading in 3d editor :/
just said the error message and no more
weird
@real glade any hint about what to do?
dunno
was a simple prompt for me when loading the scenario.
are you on dev or 1.56rc ?
Launcher version: 1.4.134388
Game version: 1.57.134385
Branch: development
Anyone know how to change the team of the ai while they are a different team. My first time making a scenario and im dumb 🙁
Group one group at a time to a soldier of the different team, delete the soldier of the other team, and then set the group leader to the original.
wdym
do yk how to do that cuz im very new
Idk how
Which part do you need to know how?
Uh
Like wdym group one group at a time
so like
Spawn a soldier of the dif team the same as the ones
On indipendent
The first group you want to change then after you're done with that one the second group you want to change.
so like this and replace these soldiers with op for?
and delete the british one
?
@fresh oracle ?
i'm on 1.56rc, there might be some issues on dev
@fresh oracle do yk how to make one of the teams stay in the trench and one of the teams run over to raid the trench?
Pls i needa know
What side are you trying to switch who to?
Oh i already replaced them
Im looking on how to make the ai raid a trench now
and one stay
in their trench and fight
Put doStop this; in the init box of a unit you want to stop/not move.
Use waypoints to make groups move.
Double click to get to properties.
Scripting
You need to learn it, but don't yet.
alr
what do i double click
oh
i see
so can i put waypoints by pressing m to get to the map
Do i put waypoints on the map or no
The unit you want to stop
Also, you can select lots of units and right click to get to properties.
You can put them using the 3d world or the map.
Object
What you were doing before: #arma3_editor message
k
i put what u said to put to make the soldiers stop but it didnt work
Let me see the where you put it.
You didn't put it where I told you.
Click the footsteps in the top right.
Click the group you want to place waypoints for first.
For rushing? Normal move. You can also set the speed mode to max in properties.
Normally you want to use normal speed and seek and destroy for both patrols and regular attacks.
Alr
ty
uhh
@fresh oracle
why arent they fighting the indipendent soldiers
was i supposed to change the british too
Why who aren't? You need to set up who attacks Indfor in (general scenario attributes?) settings.
ohhh
The opfor
how do i set that up
@fresh oracle ?
Btw i wanna make the ai thats staying in the trench move but only stay in the trench
so they can fight and walk throughout the trench when the ai comes to fight
Not easy
At the top of your screen
Scenario, not general
I meant attributes.
Yo
im back mb i had to do smth
now what do i do in attributes
it wont lemme change the
Guys
it wont lemme change the team
its only alliegence and independence on same team
brooo
i have to reod that too
oh wait
@fresh oracle u still there?
@real glade lol seems was mission problem i downloaded clean altis life and open with 3d editor and no problems
is there any way to find the problem of my current mission to allow to be open on 3d editor?
According to your previous pictures and my wild guess, you need to press Ctrl + I and change Side Relations at the bottom
Okay it wasn't Ctrl+I
oh
Attributes > General > Misc
ok so
wait it says
Blue and red
it doesnt say green and blue
it says independents alliegence
what do i do in misc?
Change BLUFOR hostile
Yes
No that's unrelated, if I know the situation, despite you didn't explained the situation well
Also a sidenote from a moderator, please don't spam Enter but elaborate more points in one post
Do whatever you want. If you want Independent side hostile to BLUFOR, that is supposed to happen. Then try
wont work still
waot
wait
let me see the npcs
if they shoot them
cuz they wont shoot me idk why
And how do i add audio? @small patrol
no the ai wont shoot the other people
What do you mean "add audio"?
What are the two sides of AI you want shooting?
Does the Independent Allegience still look like #arma3_editor message?
If you move two of the units right next to each other do they shoot each other?
lemme see
no
do yk why
If you put an AAF rifleman and a NATO rifleman next to each other do they shoot each other?
lemme see
no
If you still have it like #arma3_editor message, and they aren't on hold fire or something, I think a mod must be interfering.
Also a sidenote from a moderator, please don't spam Enter but elaborate more points in one post
How do I check if its on hold fire
mb i forgot
@fresh oracle
Double click the squad icon.
ye its on open fire
But when i play other scenarios the ai works perfectly
do yk why
No
damn
dunno
does eden got any log file?
How can I make a debriefing?
by gathering everybody togheter and saying what you did 😄
no, in eden
does the mission need/require any special entity to make it work in 3d? (being ported from 2d)
nope
Asking here for help because the ALIVE discord is dead. I am trying to index Ivanivkova for a campiagn, and am running into this error:
I am indexing a map and keep getting this error:
12:55:23 [CBA] (versioning) INFO: [38252,964.05,0] VERSIONING:alive_main=2.1.9.2501091, cba=3.18.5.251221
12:55:23 [CBA] (xeh) INFO: [38252,964.062,0] PostInit finished.
12:55:23 ALiVE 0 : 964.134 - ALiVE_sys_acemenu: ACE interact_menu not active or no interface found, exiting
12:55:23 Mission id: 230c89e8a3631df55e8ee4fc14a375b1100980ec
12:55:23 Error in expression <(houses-0.1)night>
12:55:23 Error position: <(houses-0.1)night>
12:55:23 Error Invalid number in expression
12:55:26 ALiVE 2.855 : 967.426 - >>>>>>>>>>>>>>>>>> Starting indexing for Ivanivokova map
12:55:26 ALiVE 2.855 : 967.426 - >>>>>>>>>>>>>>>>>> Creating a list of objects (excluding blacklist)
12:55:26 ALiVE 2.855 : 967.427 - >>>>>>>>>>>>>>>>>> There was a problem, exiting indexing: ERROR - Path to map incorrect
Any ideas?
I have quadruple checked the file path
mmmmh going in 2d editor opening altis life map and merging with my map, saving and then opening with 3d editor its correctly open
so i suppose is something like missing required entity or something :S
@midnight bolt Hmm, I had the same issue as you and I wasn't able to resolve it. I'll try doing the same and see if it works.
when i saw that works, i loaded again altis map deleted everything and then merge it with my map but at trying to open in 3d editor, error 😦
Hi everyone,
I’m working with the Leopard 2A6 (BWMod) and I’m setting up ammo resupply via supply crates.
Is there any way to put SmokeLauncher / SmokeLauncherMag ammunition into crates so soldiers or logistics vehicles can rearm the tank’s smoke launchers?
Also, what are the exact classnames for the Leopard 2A6 main gun ammunition
KE (APFSDS) and MZ (multi-purpose) that can be added to crates for resupply?
Thanks for any help or config references.
To find the weapon classname:
- Right click the vehicle in Eden > Config Viewer
- Double click
Turretsthat's under the vehicle class MainTurret>weaponsproperty
To find the magazine classname:
- look in ConfigFile >>
CfgWeapons>> {your weapon classname} >>magazinesproperty
To find the ammo classname: - look in ConfigFile >>
CfgMagazine>> {your magazine classname} >>ammoproperty
(I may have misremembered some names)
hello, I have a question about the eden editor. I want to make an escape from malden mission for me and my friends, but cannot figure out how the respawning mechanics work. My goal is to have my friends start the game already spawned in, and if we die we can respawn on each other. I understand that you make the player themselves a position to respawn in, but when the game starts everyone dies and the mission is failed. Is there anyone that has experienced a similar issue or knows how to fix it?
The settings at the top control where the spawns are and when the mission is failed.
but here is the thing I want the mission to fail when we all die, im not sure why we die right when the game starts, and the only way to fix this issue is to seemingly have an ai who just pops in and does not die so we can spawn on him
and I shouldn't even say we "fail" but instead we cannot spawn in entirely
where do we post suggestions ? i thought having an orthographic view feature and wire frame view would greatly increase productivity 😃
like maya 3d
when you you press the space bar
problably because respawnOnStart is enabled
I’ll look into it tomorrow hopefully this is the fix, where in the files would I find it? I’m already pretty dense lol and the Eden editor is a special kind of beast lol
@cyan lagoon did it work for u?
Haven't gotten a chance to test it yet
so i figured out the respawn start thing! thats good the mission wont fail instantly but now when I die the mission does not fail, has anyone encountered anything similar?
I have the setting selected to fail the mission when everyone is dead too
the closest thing that I have is this with the use of a trigger
condition: {alive _x} count allPlayers == 0
On Activation: ["objEscape", "Failed"] remoteExec ["BIS_fnc_taskSetState",east,true]; ["end2", false] remoteExec ["BIS_fnc_endMission",east,true];
Hmm, now I'm not having that issue at all
I can load all of the previously 2D editor made missions into 3D just fine
huh 😦
more or less yes
You could just follow https://community.bistudio.com/wiki/Campaign_Description.ext
Anyone knows fix for respawn point naming, using apex respawn menu?
Say you make two infantry respawn points:
- 1st one is called "Spawn 1"
- 2nd one is called "Spawn 2"
- mid mission delete "Spawn 1"
- respawn menu shows "Spawn 1" as only avalible option
- you get spawned at "Spawn 2" correctly tho
does BIS_fnc_unitPlay work on players?
on vehicles, not on characters
I guess I have to use an animation for players, what is the best way to do it?
unless there is another way to do it
that's a tricky one, no vanilla function records/replays unit animation
I know a fix!
use BIS_fnc_removeRespawnPosition to remove it, just deleting is not enough
Thanks Marko
that Marko is really everywhere, helping all around
especially to other Marko
that's Markist!
I bamboozle again. If trigger is set to ServerOnly does it behave like waypoint execution wise?
condition evaluated locally and activation globally?
Or is it completely local?
the trigger only exists on the server AFAIK
as for the rest… 😬
You are indeed correct
why does any armed civilian shoot the military?
quick question, I placed down my enemies in arma for a map mission I am making, the game is now running terribly so through some research I made it so the enemies were hidden until activated by a trigger. I hoped this would fix it but the game is still running poorly, and after some research even though they are hidden the game is still processing them slowing the game down. How do I fix this? One solution that I had in mind was to use a spawner, while not being precise with unit placement would i think make the game run better, but that seems to be some sort of waved attack where they constantly spawn. Does anyone have any ideas?
hallo
- are you using mods / modded enemies?
- how many enemies?
- are they doing stuff or moving around, shooting etc
- are they all in one area?
- does it perform when they're hidden?
- I made a simple infantry spawner a while ago that might suit your needs? https://steamcommunity.com/sharedfiles/filedetails/?id=3510056994
Showing enemies with trigger works ok-ish but it loads them all in the same frame IIRC so it tanks loading alot in at once
I am making an escape malden mission but with the zombies and demons mod, and yeah there are a lot of enemies which totally where the lag is coming from. I am curious if disabling their simulation would also help. I am curious how it is done officially because maybe I could replicate that
Ahh zombies and demons mod is heavy on performance, start by whittling down the numbers you're using or zeusing it. Ive ran a couple of that style and found its the only way with that particular mod, we ended up zeusing it in the end
ok thank you, do you think disabling dynamic simulation and simulation would help with the lag as well as whittling them down?
or maybe a different not so performance heavy mod
dynamic simulation might do as it should only enable whats needed based on distance I think
disabling simulation entirely means they wont do anything or wont die normally so thats not your solution
ok I noticed this in the eden editor though idk if it is a bug or a feature, but when you use the show and hide modules and show the ai enemy modded or unmodded the simulation comes back
also in the same trigger I think you could make it so it reenables the simulation
not entirely sure what you mean but when they're hidden it disables their simulation and hides the model, show is the opposite
it shows them all the time in eden
yeah you can, you can sync the objects to the trigger and then iterate over each of them
wait let me try and explain a bit better, when i place lets say a automatic rifleman and disable their simulation and dynamic simulation, then I use the hide module and a show module which is hooked up to a trigger. when a player walking into the trigger the rifleman will reappear and have his simulation and dynamic simulation reenabled
yeah thats right
you're not quite using the system correctly though by the sounds of it
show / hide modules are more binary so they're 'on' or 'off' (shown and simulated etc, or hidden and not simulated)
ok that makes sense, does disabling their simulation and dynamic simulation matter if i use the show and hide module? I only did it because I saw online that even hiding units still impacts performance
nahhh, show hide is all encompassing so dynamic simulation isn't needed. They wont show until triggered in some way
I've never tried to use a hybrid though so say some triggered AI that are hidden alongside the majority of groups having dynamic simulation
when you say triggered you mean when they have something like a move command?
maybe I will have to find another zombie mod if they are resource intensive
they are intensive
i mean like an actual trigger, you can make something custom using these, i think they're the right commands its using under the bonnet:
https://community.bistudio.com/wiki/enableSimulationGlobal
https://community.bistudio.com/wiki/hideObjectGlobal
ok thank you I will see what I can do with this
this is my first time ever using something like this lol and I am a little outta my element lol
yeah no probs, theres alot of info out there to look through
I dont check this too often, I was gunna post something of my own before i fixed it and saw your message but if you're learning feel free to @ me and ill try help if/when I can
Will do I basically just wanted to make different escape missions for my friends cause that’s their favorite game mode
why not just spawn enemy in when and where you need them: by the movements of your team: like maybe take a look at the (Escape Altis mission): if you unpack the mission: and load it into the editor: you can see triggers all over the map: them triggers are set to exec a script to spawn in enemy when your team gets near
i never used enableSimulation or disableSimulation on anything ever in Arma 3: i guess from all the help i got from all the Awsome guys: in discord: i learned good ways of doing things: and having all the Arma games helped too i guess: and reading about spawning in enemy: helps alot also
however i do use hideObject modules: but only on houses and stuff i want to hide on the map
but all that stuff is still there even if you hide it anyway:
maybe someday we will be able the delete stuff on a terrain: or maybe someone will make a terrain that has open spots: where we can add the buildings that you want: "yes i know about replacement buildings" 🙂
hi
I'm editing a mission where there is big comp (4526 objects ^^)
for performance reasons, I want to exclude every single object from this comp to be editable by any curator
I did find this https://community.bistudio.com/wiki/removeCuratorEditableObjects but I fail at using it correctly
so far, I tried
z1 removeCuratorEditableObjects [this, true]; z2 removeCuratorEditableObjects [this, true]; z3 removeCuratorEditableObjects [this, true];
and
{
_x removeCuratorEditableObjects [
[_this], true
];
} forEach allCurators;
where I named my Zeus modules z1, z2 and z3, in the init of all the objects
please, what am I doing wrong ?
First and last are failing with different cause. Syntax wise first is not correct. Last one but with this instead of _this
Then store them in a folder in Eden to fetch the object as an array and execute the code afterwards (eg init.sqf with a sleep)
I gotta learn how to do that, but sounds doable
thank you
is there a way to prevent my tasks from re-appearing if a player disconnects and re-connects to the server?
like my group is all ready and starts a mission, and completes the first couple tasks. someone is late and loads in, and the first task which everyone has already completed pops up again.
How are you setting up the tasks?
You could have the tasks get deleted after they are completed
i suppose that would be the best way to go about it
can’t believe i didn’t think to just delete them after they’re completed in the first place lol
cheers
Feature Request: add axis constraints or transform gizmos (e.g. to drag in two axes only; without snapping to ground/objects)
Question about how you manage the viewDistance for your clients.
I have a maximum value. When players connect, I check their current value, print out a message like "you current viewDistance is XXXXXm, feel free to increase up to YYYYYm" once if they are below the max, then start a loop to lower the viewDistance to the max if they exceed every 2 sec.
Because my players are used to play on other events where the maximum authorized value is lower, most of them are half my maximum. So I wonder if I should enforce it to the maximum for all players and add a diary record to lower manually if needed. How do you guys manage it? Is there any solution to evaluate locally the hardware capacity and enforce it to some sensible custom value?
Thanks to share your ideas 🙂
beyond just changing the view distance based on framerate, there's no practical way to change it reliably based on "hardware capacity" - and even the method i just mentioned is error prone since the framerate is affected by both rendering and scripts, and the magnitude of the effect is going to be different for every scenario
but why not just let people use whatever view distance they want below the maximum? the maximum is easy to enforce, i just see no reason to actively tell people "you can increase it" or forcing the increase
Because Arma3 is an old game, most of players have the ability to play with huge viewDistance, but they are restricted by maximum automatically when they join events. The issue is, if they don't care, they play with very restricted view distance, and it is a very important point for paradropping, spotting, etc...
The issue is that they need to change it manually... most of them forget and play as if they had an old machine instead of enjoying more immersive games with big viewDistances + better game efficiency. I have to let the know the maximum they can reach to draw their attention to that point, for sure, but I am trying to do better to avoid the manual correction as much as possible.
eeeehh.... that's... extremely circumstantial - it depends on what you're doing but arma 3 is absolutely capable of bringing even the strongest modern rigs to their knees, even on empty altis; trying to run huge view distances (idk what you define as huge but let's say 15-20km) you'll encounter a noticeable frame drop compared to something like 3km - and thats before you start a firefight with a hundred or more units (especially if concentrated into a similar position) - not to mention on maps that are way more detailed than altis. idk tho maybe you do small scale ops in which case it's probably fine.
i think what you want though is a mod like CH View Distance which does have the ability to allow the player to change their view distance with the press of a button, and can change it based on whether the player is in an aircraft or on foot, etc...
forcing view distance down to a maximum is fine - forcing it up in any scenario is a huge no no - even if you somehow manage to do it consistently based on framerate (which is a big if since you cant know if the framerate is low because of visuals or scripting) - you cant know what's considered "good framerate" for everyone - some people find 25 fps playable, others dont wanna go below 35 or something....
there's a reason settings are a thing - you might think a person is underusing their computer - well- they might, or they just want the maximum possible framerate, these are things that are personalized; forcing settings on people is not really nice
all true @rotund blade i agree 100%
and if your in a jungle terrain then woohoo look out 🙂
It is not about enforcing a given value, since the clients have the ability to adjust freely (below the max. I mean), my goal is to propose the highest value automatically, as much as possible, because lots of players have robust machines to play TvT (no script in cli-side, no IA, so that only the few guys with weak hardware may have to drop the value manually.
My max is 5000m, but other weekly events set it to 1600m automatically with a max authorized value to 3000m (but need manual action). So I have players who come with viewDistance set to 1600m only. With such a value, you play continuously in the fog outdoor 😉
I think I will go with this kind of approach (not tested yet):
Works great during local tests (with two fixes from the code shared above), will then see how it woks online with real MP networking traffic, but in the end strong hardware will benefit a lot, and people in trouble can still manually decrease the value if they are not happy with the FPS or face any kind of slowness. (here I am hosting locally with script exec on tons of IA, this is why the initial FPS is lower)
anyone know how to delete an asset that is does not exist anymore? i removed a mod from our repo a while ago and i'm being flagged with a "missing cfg for a plp cigar" error and i can't for the life of me find it in the mission so i can get rid of it.
is there a search function for this type of stuff somewhere?
You can search the mission.sqm if you have it set to not be binarized.
exact message: no entry bin\config.bin/CfgMagazines.plp_bo_inv_Cigar
sweet i'll check that thanks
fixed it! you're a lifesaver
is there a way to talk on the radio wile in zeus?
I believe yes
Do you know how I can do that?
by pressing the same button that you use to talk (capslock originally)
ok
thanks also..... is it defaulted to long range so anyone can hear it and i can hear anyone?
(if they use the long range radio)
you mean tfar radio?
Ya
Ig it uses whatever radio you originally have on you, before entering zeus mode
I'll check it later
lol thanks 6am yap 🙂
At least for me it’s 6am
you will hear and people will hear you within the range of the long radio. it's not infinite.
at least it used to be
You can also put down TFAR repeater towers (in empty objects) to extend radio range
So I was trying to add mission attributes (settings not linked to units, but the entire mission)
I followed these guides:
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Scenario
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Menu_Bar#Scenario_Attributes
I can open the menu, but no menu items show up. It looks like this:
https://camo.githubusercontent.com/7c528d04ac7a130fac65775ebfd120de7e7d7815/687474703a2f2f692e696d6775722e636f6d2f536d4b786b41442e706e67
Did I do something wrong or is that feature not implemented yet?
I'm trying to have a module place parked aircraft on the Nimitz and would like to use the 'connectionChanged3DEN' in the module for noticing when a player, after configuring the module, connects it to the Nimitz. Unfortunately this mode seems to be not supported, despite the mentioning on https://community.bistudio.com/wiki/Arma_3_Module_Framework . Related question: Can I somehow 'register' spawned units into 3den so the player controls them after the parking module is used?
Pls do.
http://pastebin.com/LZxN1Eyt
@grizzled stag
how do I know if I tagged the correct commy2
thanks. I will take a look. looks promising
I like to double up as many classnames / properties where possible
in many cases i dont think you have to but i feel it makes it more intuitive
This config will add an entirely new toolbar button but it should teach how to add to an existing one as well
I hope it's not just condition = "true" missing, lol
so I found to use create3DENEntity will make the spawned units controllable by eden. Unfortunately my setDir and animate commands are ignored on the objects after a save/reload. Any chance to feed these into eden?
It was just missing the condition = true entry. :facepalm:
Thanks @queen vapor
Hehe
no problemo, the condition is indeed not an optional property
hopefully this can help other people too
The most annoying thing about the A3 editor is when you edit a unit, and it turns their face into McDefault man and you have to manually change it to something else lol
i think its a mod bug. iirc in vanilla faces will stay as they were generated
when I was playing around with After East Wind mods the faces would get defaulted everytime I edited a unit, similar thing with TOH Faces.
If I go into the identity tab and select the face there it does not change anymore. Only happens when I edit the unit after placing it for the first time
have you tried doing so without mods?
Not yet. curious to see if it happens there too.
Doesnt do that by default
https://community.bistudio.com/wiki/switchLight
Here u go, read comments for code snippets below, and place them into for example init field of game logic module
ty!
