#arma3_editor

1 messages · Page 25 of 1

turbid olive
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👍

swift iris
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haha would you look at that

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uhh

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do you perhaps know the attribute section its in?

turbid olive
swift iris
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aahh there it is i checked the group leaders attributes

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thankss

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wow it works, the front qlin is fast while the rest is extremely slow but ig il find some workaround

turbid olive
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try putting this limitSpeed 50 in the vehicle's init field

swift iris
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thxxx your so helpfulll <3

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is there also one that makes it so a car wont go below a certain speed unless one is contacted, engaged or regrouped?

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like in speed haha

turbid olive
swift iris
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oh alr

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yooo yeah the convoy is moving

swift iris
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yeah,thats what i meant by workaround

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or the script pig sent me

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both work haha

amber eagle
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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

small patrol
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For what purpose? If you want to just clutter the scene, maybe createSimpleObject it

amber eagle
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No, I've set it to be a simple object, it still has physics for some reason

small patrol
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No, I don't mean check it, but create it manually via the command

amber eagle
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Oh, how do I do that?

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It's the Kerry backpack

small patrol
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A backpack is a vehicle, so just use backpack class in createSimpleObject

amber eagle
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What would the command for that be?

small patrol
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createSimpleObject

amber eagle
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createSimpleObject [B_AssaultPack_Kerry], [2990.77,10038.5,0.459], false

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Isn't spawning

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I'm probably doing this wrong, I have no idea how to code properly

small patrol
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Will pop an error

amber eagle
small patrol
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createSimpleObject ["B_AssaultPack_Kerry",[2990.77,10038.5,0.459],false];```
amber eagle
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Hmmmmmm

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No errors, but no backpack either

small patrol
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Hold on, something incredibly stupid is happening on my end with similar code

small patrol
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[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
amber eagle
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Like this?

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["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]] };

small patrol
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No

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pack is the backpack object you place in Eden, target is any object you place in Eden to adjust placement

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And you only change [pack,target] part of the code

amber eagle
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?

small patrol
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Which part is unclear

amber eagle
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What I change

small patrol
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[pack,target] <- here spawn {[...]};```
amber eagle
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And do I have to do stuff with the variable names on the items

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Ah

small patrol
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In this context, yes

amber eagle
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Do I change "Pack" to "B_AssaultPack_Kerry"

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Or is it a variable name

small patrol
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No, pack in this context is your backpack object's variable name

amber eagle
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Right

small patrol
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What have you wrote

amber eagle
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[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]] };

small patrol
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HECK could be undefined then

amber eagle
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I don't know why it's breaking it up into lines, but yeah

small patrol
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!sqf

formal muralBOT
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How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
amber eagle
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Ahhhhhhh

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Three of 'em, got it

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It's defined

small patrol
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And where did you wrote

amber eagle
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That's the backpack item

small patrol
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No, the code

amber eagle
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Oh

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I'm trying to execute it in the debug console

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I guess that's not where I'm meant to?

small patrol
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Are you sure HECK does exist?

amber eagle
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I wrote it right there

small patrol
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And what does Debug Console will print if you ask him what's HECK?

amber eagle
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What would I write for that?

small patrol
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HECK```
amber eagle
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Nothing happens

small patrol
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Then it is undefined somehow

amber eagle
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How the fuck

small patrol
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Dunno

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Maybe because it is actually a simple object? Not sure it's related

amber eagle
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I have simulation enabled

amber eagle
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Yeah I have... no idea why this isn't working, anyone have any ideas?

strange haven
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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.

prisma oyster
amber eagle
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How would I have this execute on mission start?

prisma oyster
amber eagle
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All it said was "HECK"

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I've managed to get the bag to... somewhat attach to an object, to the extent I think I could make do

amber eagle
prisma oyster
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so the object exists, neat

amber eagle
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Some more value tweaks and I think I've got it

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How would I have a piece of code execute at scenario start?

prisma oyster
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init.sqf or initServer.sqf

amber eagle
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Can I access those from within the editor?

prisma oyster
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no, create them in the scenario directory

amber eagle
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Right

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Hmmmmmm, that's odd

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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

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I wasn't able to earlier

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Except I tried it again the same way and now I can't...

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Goddamn jank

scarlet crystal
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why don't you just setdamage 1 it?

quasi torrent
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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

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I can spawn a tank with 4 man crew in the editor but I can't put them back in

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I can only put back 3

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I think there might be some index issue with seats

flint thunder
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might be a mod issue there.

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afaik index 0 is commander, 1 driver, 2 gunner, 3 mg/loader, rest other seats etc..

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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.

quasi torrent
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probably loader is the same index as gunner

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but it's funny to me that any abrams tank has the same issue

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RHS or CUP one

worldly nacelle
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Hello everyone, pardon me in advance I haven't done mission editing in a while

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Why is that, that the respawn timer is nearly instant when I die?

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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

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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

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Worth mentioning that I have ace installed, would that conflict with the standard Bohemia respawning system by any chance?

prisma oyster
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this seems like a wrong "INSTANT" set respawn type

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IDK about ACE.

worldly nacelle
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My game is in french so it won't help

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"Custom respawn" is selected
Only "Choose respawn position" and "Subtract tickets" are checked

turbid olive
worldly nacelle
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it's disabled in the settings

turbid olive
prisma oyster
worldly nacelle
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so this is what was driving me crazy

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I was wondering why my settings were having no effect in the eden editor

turbid olive
worldly nacelle
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thank you

turbid olive
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and the marker variable

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did you try respawn_west ?

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where did you get the idea of marker_blue?

worldly nacelle
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I meant to say respawn_west 😄

turbid olive
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A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as "INSTANT".

worldly nacelle
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basically I want a basic respawn system that includes the starting FOB, and every single squad mates (there are 10)

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do I have to use [west,x] call BIS_fnc_addRespawnPosition; to add extra respawn points?

turbid olive
turbid olive
worldly nacelle
turbid olive
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maybe try another type of marker

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like those with shapes/radius

worldly nacelle
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excuse me

turbid olive
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gotta love this game

worldly nacelle
worldly nacelle
surreal kayak
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Can´t load our Altis-Life mission with RC Client

amber eagle
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How would I get AI to stay in a zone, but do kinda whatever

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Like, I want them to take up positions of their choosing in a village, but not venture outside the area

prisma oyster
turbid olive
prisma oyster
# turbid olive 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.

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it was simply a way for dead coop players to still participate I guess ^^

turbid olive
swift iris
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why wont this stupid piece of shit truck move

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iv been trying everything

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its fucking bullshit that wont move

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1000%%%% Fuel

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living driver

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group leader

turbid olive
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seems they don't like piers

keen jolt
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you can use setDriveOnPath

near token
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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

floral dragon
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It's .pbo file, just copy it and rename the copy

near token
floral dragon
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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

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Also once to you have pbo file, you need to unpack it

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with some pbo tool

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To work with it in editor

near token
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yea i did that already its a saved mission in eden editor i have it opened

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its weird tho i only see this

floral dragon
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Rest is done by scripts

near token
floral dragon
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I don't know how that mission handles AO

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I think it has some predefined location where you can play

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Which you would need to edit in scripts

near token
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wait

floral dragon
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Sounds legit

near token
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should i have renamed altis in the pbo to any map i need

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would that work

floral dragon
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Don't do that

near token
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it says except mission.sqm even though thats only accessed in the pbo

floral dragon
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Open it on latis and copy all objects

near token
floral dragon
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Altis

near token
floral dragon
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Copy all objects to new terrain

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I just don't know if locations where you play are manually added or if mission finds them automatically

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Otherwise it should be smooth salling to convert it to other terrains

near token
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uhh

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think im missing something

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new map

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am i meant to now port this mission save into a scenario

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wait i think ik waht to do

fresh oracle
near token
near token
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it has its own menu

fresh oracle
fresh oracle
floral dragon
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I just copied all objects and files and it litarally just works

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Smooth sailing

near token
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workin thank u man

granite willow
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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

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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

small patrol
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!quote 5

winged raftBOT
prisma oyster
granite willow
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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

thick zenith
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does anyone know if the 3den Enhanced things like the "Establishing shot" work in multiplayer?

plain gale
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It should. But there are some mods that cause it to not work (reason unknown as I never received a repro)

prisma oyster
granite willow
prisma oyster
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no
use ASL for both

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ASLW is including Waves, so quite erratic

thick zenith
flint thunder
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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.

amber crescent
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are you able to build in the area outside the main Livonia map?

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I can't attach a picture of what Imean exactly. Not sure how else to describe it.

fresh oracle
amber crescent
fresh oracle
amber crescent
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It would show placed buildings, no? Also, AI navigate that area normally?

fresh oracle
amber crescent
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Oh, yep, that looks to be true.

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Still workable. I think if I can work with that.

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Thanks Joe

sick meadow
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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.

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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

scarlet crystal
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Use a command to land rather than the waypoint

granite willow
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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?

turbid olive
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so what's the question scotty?

tall quarry
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hi

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hhow i make simple scenar

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scenario

turbid olive
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You're obviously not going to do that but okay 😂

turbid olive
tall quarry
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wow

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yay

sick meadow
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i got it to work eventually by removing the offending helicopter

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i'll use commands instead though for future transports

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these pilots were certainly on the naughty list

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thank you folks for the assistance

mossy geode
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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.

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*by

sick meadow
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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"

mossy geode
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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.

sick meadow
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weird

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sorry i don't have a very in depth knowledge of why that may be happening

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the two things you have already done were my best guess to fix it 😅

mossy geode
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Thanks anyway I'm trying reinstalling Arma 3

turbid olive
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is just a matter of you sending a screenshot of what you're trying to do

mossy geode
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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

turbid olive
mossy geode
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Sounds good thank u for the advice

mossy geode
turbid olive
mossy geode
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thank you much appreciated. been on this all day lol simple fix. love this discord

turbid olive
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and read a lot, you will learn a lot of cool stuff to do in this game

mossy geode
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Will do i'll double check em next time. thanks again

near token
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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;

limber ravine
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Bruh... SetmarkerAlpha -> hideobject

hot flame
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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

hot flame
turbid olive
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switchLight works for most of the objects, but Idk about those portable helipad light

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also, for sanity check, change your video configuration Dynamic Lights to ultra

hot flame
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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

turbid olive
turbid olive
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put cursorObject in some line of the watch, if appears <NULL-OBJECT> it means that you're not looking to any object

lime arrow
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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?

hot flame
turbid olive
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Since Arma 3 v1.92 this command was extended to work with street lights and some prop lights, like portable construction light.

stuck willow
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Hey uhm

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Idk if this the right channel but

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Can i use the Eden editor like Game master in Reforger?

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I really enjoy making Infantry fight against each other and taking control of CAS elements

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But i am new to A3 and am not sure if i can

fresh oracle
stuck willow
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How do i access Zeus

fresh oracle
stuck willow
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I just wanna like

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Pit AI against each other

fresh oracle
stuck willow
fresh oracle
stuck willow
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I don’t even know how to access Zeus?

fresh oracle
robust nacelle
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x

swift iris
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Can i upload my own pictures for the sponsor sign?

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Or the blank signs

grim crypt
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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.

fluid orbit
#

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 ?

granite willow
fluid orbit
fluid orbit
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Rather than like eden editor playthrough

plain gale
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Yes. Just export it to Singleplayer or multiplayer. Go to the file menu top right left in eden editor to export.

fluid orbit
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I want to make Iran Iraq war operations

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Also cold war and early 2000s war operations

fluid orbit
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And another question that is there a mod which is like zeus but not zeus ?

fluid orbit
#

Or I gott adesign that myself as well

fresh oracle
fluid orbit
fresh oracle
fluid orbit
fresh oracle
fluid orbit
fresh oracle
fluid orbit
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Is there also ways to design different missions ?

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I thought thats only in eden editor

fresh oracle
dim kindle
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Hey guys

stuck willow
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@flint thunder gang, respectfully sybau

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Mf over here reacting on a Days old message

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Get a life

flint thunder
swift iris
#

k

flint thunder
prisma oyster
winged raftBOT
stuck willow
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thor really went crying

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what did i expect

prisma oyster
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nope, I just noticed your message.

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accountability

stuck willow
prisma oyster
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don't try and blame someone else

flint thunder
# stuck willow Mf over here reacting on a Days old message

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 😉

prisma oyster
#

!ban 1281644773714825278 90d get that hypernatremia checked – see you next year!

winged raftBOT
prisma oyster
#

ezpz 🍋 squeezy
☁️🧹

flint thunder
#

Jeez, people get crazy nowadays.
Merry Christmas to y'all.

prisma oyster
#

likewise 🍻

worldly nacelle
#

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.

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In the case of Zeus, well I have a scripted composition that allows me to change either render distance.

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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

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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

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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

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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

fresh oracle
mossy geode
fringe sphinx
#

Can the debug consul be used to view code real time?

small patrol
#

What is "view code real time"?

fringe sphinx
#

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.

small patrol
#

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?

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I don't know what does CNC machine mean, unless that literally means a machine that used in a factory IRL

wind raptor
# fringe sphinx I don’t know if it’s even a thing or not. I work a cnc machine that displays t...

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 some systemChat or diag_log expressions for debugging (e.g. systemChat "Waypoint added" or systemChat format ["_myVariable = %1", _myVariable]). Just remember to remove them when you're done debugging.

fringe sphinx
fringe sphinx
small patrol
#

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

fringe sphinx
#

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?

fringe sphinx
slow jewel
#

CNC, stands for Computer Numerical Control i was a machinist 25 years CNC Mill for me

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CNC uses G & M code programing

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basicly X Y Z programing 🙂

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my CNC MACH. held 300 Tools: it was as big as a House 🙂

swift iris
#

whats it called whenever my character like has their viewpoint frozen so like your gun only aims forward and you can only move forward

fringe sphinx
slow jewel
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@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 🙂

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this mach, was a horizontal mill it was a Awsome Mach: the spindle was 30,000 dollors alone

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talk about sqeezing your ass hole: i was when i was running that 🙂

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@swift iris sounds like you have free look on m8

swift iris
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yessss,how do i turn it off haha i hate it whenever im in the middle of a battle and it locks me in

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oh wait theres the keyboard settings

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wow such a simple fix

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cant believe i havent thought of that

fringe sphinx
slow jewel
#

thats for sure man

#

@swift iris cool m8 you found the key bind 🙂

fluid orbit
#

Hello , I have a question , where is the chat dedicated to topics about mods in arma 3 ?

small patrol
#

There is no dedicated channel about a Mod, or Mods in general. You may try #arma3_questions

swift iris
#

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?

swift iris
final hill
#

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

prisma oyster
final hill
prisma oyster
#

actually your second script line would have worked iirc

final hill
#

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?

prisma oyster
final hill
prisma oyster
#

I suspect Local Effect 😄

final hill
# prisma oyster 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)

turbid olive
#

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

final hill
turbid olive
#

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

turbid olive
final hill
sweet kettle
#

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?

scarlet crystal
#

What

#

If you want to skip a waypoint with a trigger just set it as skip waypoint in trigger's attributes

fringe sphinx
#

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?

mossy geode
raven matrix
#

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?

scarlet crystal
#

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

raven matrix
scarlet crystal
#

More like config writing. Search for VR conversion terrains on steam workshop, EO made two I think, desert and winter

raven matrix
#

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

raven matrix
#

thanks a lot!

little bobcat
#

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?

turbid olive
little bobcat
#

will check that, thanks!

lime arrow
#

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

small patrol
#

That landing ship has attribute to do it

lime arrow
#

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)

hasty sparrow
# lime arrow (for example, to stay with the same planned series, the rear troop hatch on the ...

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?

amber crescent
#

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.

fringe sphinx
#

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.

amber crescent
# turbid olive what do you want to do exactly?

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.

amber crescent
scarlet crystal
#

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.

amber crescent
#

The AI seem to work fine on the outside of Livonia

scarlet crystal
#

it would be better to place your custom "locations" within the map and show/hide them depending on current requirements

amber crescent
scarlet crystal
lone zephyr
#

Anyone get errors like this ?

#

its only when i make a mission

turbid olive
lament dawn
#

So is this a thing I take up with Steam or BI? Anyone ever had this publishing their mod?

restive skiff
#

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.

atomic basalt
#

Hello administrator, my account has been stolen and my ARMA3 account has been banned. How can I resolve this?

prisma oyster
# atomic basalt Hello administrator, my account has been stolen and my ARMA3 account has been ba...

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!

amber crescent
#

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.

amber crescent
#

Nevermind, finally figured it out. The container I was adding it to doesn't accept the item. facepalm

odd yarrow
#

Anyone know anything about flooding maps?

#

I’ve heard about it but don’t understand it

small patrol
#

Don't understand what

small patrol
#

And what is the question?

odd yarrow
#

Does anyone know how to accomplish a similar effect, ie flooding an already existing map using a script.

small patrol
#

setTerrainHeight command

odd yarrow
#

Oh dope thank you

bronze goblet
light briar
#

I have this error message as soon as I open the "Open Scenario" dialog. Anyone knows what can it be?

turbid olive
small patrol
#

Harmless error anyways

light briar
#

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?

small patrol
#

Because this screen already tries to lookup missions that use the terrain that does not exist/not configured properly

light briar
#

you mean, if you have one scenario built on a map that you have removed from your addons, you face an issue?

small patrol
#

Something like that

light briar
#

100% crazy, but it would explain....

small patrol
#

It's not crazy at all

light briar
#

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.

small patrol
#

Well, it's okay if you think it is, it does nothing to do with your existed/working properly mission anyways

light briar
#

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.

swift warren
#

because you were diddy blud

prisma oyster
#

let's hope they stay at that.

scarlet crystal
lone zephyr
#

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

prisma oyster
lament flame
#

how can i make my rectangle like this?

#

curve it

little bobcat
#

its not curved, its two rectangles at an angle

lament flame
#

yeah i see that but the both rectangles are kinda curved right?

#

oh nvm its just rotated

#

my bad lol thanks

lament flame
#

is it more worth to do unitcapture or just manual waypoint and hope the ai doesn't fuck it up?

scarlet crystal
#

depends on what do you need it for

#

if you want a land vehicle to follow a very specific path you can use setDriveOnPath

ionic anchor
#

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.

zenith ruin
#

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?

lament flame
#

for some reason this helicopter doesn't stay still even though this disableai move is on

lament flame
#

i fixed it somehow

spark cedar
ionic anchor
lament flame
#

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

small patrol
lament flame
# small patrol 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?

small patrol
#

No idea. I've never used module to make a task

lament flame
#

ok ill do script task instead

small patrol
#

I haven't said you should

lament flame
#

nah fuck modules

#

i agree

half scaffold
#

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?

lean linden
#

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

high token
#

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

lean linden
#

Bottom right of the screen

high token
#

wym

lean linden
#

Directly above the 'PLAY SCENARIO' button

high token
#

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

lean linden
#

Look at the bottom right of the screen

#

The tick box is unchecked

lean linden
#

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

high token
#

yeah but i dont want AI in it i want empty heli to be like blufor the moment i spawn it

ashen marsh
#

It's already BLUFOR in accordance with config value.

lean linden
#

It's doing what you want it to do

high token
#

so when tank is empty lets say its abrams its supposed to be yellow?

lean linden
#

In the mission, it will become BLUFOR once you put AI in it. The same will happen if you put OPFOR in there

lean linden
#

As soon as an AI from BLUFOR, OPFOR or INDFOR enter it, it will change to that AI's faction

high token
#

okay thanks i didnt understood it well i couldn't find it anywhere

lament flame
midnight bolt
#

its possible to edit a map which is correctly loaded with 2d eden but not in 3d eden?

whole rampart
#

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?

small patrol
#

You have loaded one or more broken Mods

whole rampart
small patrol
#

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

whole rampart
#

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

small patrol
#

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

whole rampart
#

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.

pearl mirage
#

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.

spark cedar
#

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

pearl mirage
#

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

small patrol
#

Damaging a vehicle can result hurt crew inside. Is that what you mean?

pearl mirage
#

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.

spark cedar
#

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

whole rampart
# pearl mirage Do you guys think in a PvP game it would be fair to make the pilot and co-pilot ...

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?

pearl mirage
#

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

fresh oracle
rancid slate
#

How do you set the briefing in eden editor?

raven phoenix
#

how did u get this menu?

dim kindle
#

?

fresh oracle
dim kindle
#

I was so confused

#

It let's you restrict gear but it doesn't stop loadouts I believe

turbid olive
lyric rapids
#

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

rotund blade
#

How big did you make these?

lyric rapids
#

1.9

lyric rapids
rotund blade
tardy tundra
#

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.

slow jewel
#

what does "check the engine" mean

sinful zenith
# tardy tundra Howdy all, getting back into mission making so I'm a little lost. Actually, very...

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.

tardy tundra
# sinful zenith How many trucks have the action? only one? In the action script put: `TH_CheckEn...

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

sinful zenith
#

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

tardy tundra
lyric rapids
waxen summit
#

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

slow jewel
#

dont need no mod for that

#

i got a idea lets get like tons of mods even tho we don't really need them 🙂

turbid gull
#

hey guys on the eden editor there is no longer the show info on modules . to show you how to setup modules 😦 ,

real glade
#

hover over the names instead of the fields

#

if you mean the images dunno where they went

turbid gull
#

yes the images

wary knoll
#

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.

fresh oracle
midnight bolt
#

its possible to edit a map that is loading with 2d editor in eden but with 3d says: 'Error when loading the scenario!' ?

real glade
#

You should have a prompt asking to convert the mission.sqm when trying to load it in 3DEN

midnight bolt
#

@real glade didn't shown any prompt when loading in 3d editor :/

#

just said the error message and no more

real glade
#

weird

midnight bolt
#

@real glade any hint about what to do?

real glade
#

dunno

#

was a simple prompt for me when loading the scenario.

#

are you on dev or 1.56rc ?

midnight bolt
#

Launcher version: 1.4.134388

Game version: 1.57.134385

Branch: development

vague sphinx
#

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 🙁

fresh oracle
vague sphinx
#

wdym

vague sphinx
#

Idk how

fresh oracle
vague sphinx
#

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

fresh oracle
vague sphinx
#

alr

#

ty

vague sphinx
#

and delete the british one

#

?

#

@fresh oracle ?

real glade
#

i'm on 1.56rc, there might be some issues on dev

vague sphinx
#

@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

fresh oracle
vague sphinx
#

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

fresh oracle
vague sphinx
#

Wheres the init

#

like what key do i click

#

to get to it?

fresh oracle
vague sphinx
#

i also wanna make artillery hit

#

K

#

How do i make arty btw

#

like hit random areas

fresh oracle
vague sphinx
#

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

fresh oracle
vague sphinx
#

and how do i make a machine gunner sit there

#

like a prop

fresh oracle
vague sphinx
#

oh ok

#

how

#

composition init or object init

#

btw

fresh oracle
vague sphinx
#

for the mg to stay?

#

Or the soldiers

fresh oracle
vague sphinx
#

k

vague sphinx
fresh oracle
vague sphinx
#

k

#

I equipped all the soldiers and put this

fresh oracle
vague sphinx
#

oh

#

object

#

now it works

#

ty

#

so how do i put

#

waypoints?

#

what key

#

?

fresh oracle
vague sphinx
#

k

#

how do i do it for a team

fresh oracle
vague sphinx
#

k

#

Btw

#

which one is best for rushing

#

Seek and destroy>

#

?

fresh oracle
# vague sphinx Seek and destroy>

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.

vague sphinx
#

Alr

#

ty

#

uhh

#

@fresh oracle

#

why arent they fighting the indipendent soldiers

#

was i supposed to change the british too

fresh oracle
vague sphinx
#

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

vague sphinx
#

oh

#

dam

#

well how do i make the opfor fight the independent guys

vague sphinx
#

oh

#

ok

#

but

#

game options?

#

what in settings do you mean

fresh oracle
vague sphinx
#

ohhh

#

ok ty

#

now what

#

open scenario folder?

#

oh

#

not that

#

Ok what do i click

fresh oracle
vague sphinx
#

Yo

vague sphinx
#

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?

midnight bolt
#

@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?

vague sphinx
#

can someone tell me why my soldiers wont shoot anyone

#

?

small patrol
#

According to your previous pictures and my wild guess, you need to press Ctrl + I and change Side Relations at the bottom

vague sphinx
#

ohhh

#

ty

#

ok so

#

uh

small patrol
#

Okay it wasn't Ctrl+I

vague sphinx
#

oh

small patrol
#

Attributes > General > Misc

vague sphinx
#

i did but

#

what now

small patrol
#

?

#

See if it works?

vague sphinx
#

ok so

#

wait it says

#

Blue and red

#

it doesnt say green and blue

#

it says independents alliegence

#

what do i do in misc?

small patrol
#

Change BLUFOR hostile

vague sphinx
#

by making it the swords

#

the 2 swords?

small patrol
#

Yes

vague sphinx
#

And do i put alliegence with red

#

pretty sure i did that before but ima try again

small patrol
#

No that's unrelated, if I know the situation, despite you didn't explained the situation well

vague sphinx
#

oh

#

ok

#

wait

#

lemme get a ss

small patrol
#

Also a sidenote from a moderator, please don't spam Enter but elaborate more points in one post

vague sphinx
#

ok

#

look

#

what do i do here?

small patrol
#

Do whatever you want. If you want Independent side hostile to BLUFOR, that is supposed to happen. Then try

vague sphinx
#

but im pretty sure i did this before

#

ill try

vague sphinx
#

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

fresh oracle
vague sphinx
#

I want blue for to shoot

#

Independent

#

and independent to shoot blue for

fresh oracle
vague sphinx
#

wdym

#

like what i added

#

yeah it looks like that

fresh oracle
# vague sphinx wdym

If you move two of the units right next to each other do they shoot each other?

vague sphinx
#

lemme see

fresh oracle
vague sphinx
#

lemme see

fresh oracle
vague sphinx
#

its on uh

#

open fire

#

last time

#

i checked

small patrol
#

Also a sidenote from a moderator, please don't spam Enter but elaborate more points in one post

vague sphinx
fresh oracle
vague sphinx
#

ye its on open fire

vague sphinx
vague sphinx
fresh oracle
vague sphinx
#

damn

real glade
#

dunno

midnight bolt
#

does eden got any log file?

idle oyster
#

How can I make a debriefing?

supple holly
idle oyster
#

no, in eden

spark cedar
midnight bolt
#

does the mission need/require any special entity to make it work in 3d? (being ported from 2d)

real glade
#

nope

proper jay
#

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

midnight bolt
#

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

cyan lagoon
#

@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.

midnight bolt
#

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 😦

hybrid grail
#

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.

fresh oracle
# hybrid grail Hi everyone, I’m working with the Leopard 2A6 (BWMod) and I’m setting up ammo re...

To find the weapon classname:

  1. Right click the vehicle in Eden > Config Viewer
  2. Double click Turrets that's under the vehicle class
  3. MainTurret > weapons property
    To find the magazine classname:
  • look in ConfigFile >> CfgWeapons >> {your weapon classname} >> magazines property
    To find the ammo classname:
  • look in ConfigFile >> CfgMagazine >> {your magazine classname} >> ammo property
    (I may have misremembered some names)
swift dragon
#

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?

fresh oracle
swift dragon
#

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

turbid gull
#

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

swift dragon
#

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

midnight bolt
#

@cyan lagoon did it work for u?

cyan lagoon
#

Haven't gotten a chance to test it yet

swift dragon
#

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];

cyan lagoon
#

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

midnight bolt
#

huh 😦

lament flame
#

is this the same for singeplayer campaign creation?

prisma oyster
#

more or less yes

smoky river
#

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
olive pasture
#

does BIS_fnc_unitPlay work on players?

prisma oyster
#

on vehicles, not on characters

olive pasture
#

unless there is another way to do it

prisma oyster
#

that's a tricky one, no vanilla function records/replays unit animation

smoky river
prisma oyster
#

that Marko is really everywhere, helping all around

smoky river
#

especially to other Marko

prisma oyster
#

that's Markist!

smoky river
#

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?

prisma oyster
smoky river
swift iris
#

why does any armed civilian shoot the military?

ashen marsh
swift dragon
#

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?

lavish robin
# swift dragon quick question, I placed down my enemies in arma for a map mission I am making, ...

hallo

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

swift dragon
#

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

lavish robin
#

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

swift dragon
#

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

lavish robin
#

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

swift dragon
#

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

lavish robin
#

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

swift dragon
#

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

lavish robin
#

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)

swift dragon
#

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

lavish robin
#

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

swift dragon
#

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

lavish robin
swift dragon
#

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

lavish robin
#

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

swift dragon
#

Will do I basically just wanted to make different escape missions for my friends cause that’s their favorite game mode

slow jewel
#

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" 🙂

spark cedar
#

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 ?

small patrol
#

First and last are failing with different cause. Syntax wise first is not correct. Last one but with this instead of _this

spark cedar
#

gonna try now, thank you

#

doesn't work :/

small patrol
#

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)

spark cedar
#

I gotta learn how to do that, but sounds doable

spark cedar
sick meadow
#

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.

olive pasture
#

You could have the tasks get deleted after they are completed

sick meadow
#

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

neat sapphire
#

Feature Request: add axis constraints or transform gizmos (e.g. to drag in two axes only; without snapping to ground/objects)

light briar
#

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 🙂

rotund blade
#

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

light briar
#

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.

rotund blade
#

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

slow jewel
#

all true @rotund blade i agree 100%

#

and if your in a jungle terrain then woohoo look out 🙂

light briar
#

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 😉

light briar
#

I think I will go with this kind of approach (not tested yet):

light briar
#

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)

sick meadow
#

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?

fresh oracle
sick meadow
#

exact message: no entry bin\config.bin/CfgMagazines.plp_bo_inv_Cigar

#

sweet i'll check that thanks

sick meadow
final locust
#

is there a way to talk on the radio wile in zeus?

granite willow
final locust
granite willow
final locust
#

ok

final locust
final locust
granite willow
# final locust Ya

Ig it uses whatever radio you originally have on you, before entering zeus mode
I'll check it later

final locust
#

At least for me it’s 6am

scarlet crystal
#

at least it used to be

smoky river
#

You can also put down TFAR repeater towers (in empty objects) to extend radio range

grizzled stag
#

Did I do something wrong or is that feature not implemented yet?

cunning token
#

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?

queen vapor
#

@grizzled stag its implemented

#

Currently i have dinner but ill pastebin it in a bit

grizzled stag
#

Pls do.

queen vapor
#

how do I know if I tagged the correct commy2

grizzled stag
#

thanks. I will take a look. looks promising

queen vapor
#

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

grizzled stag
#

I hope it's not just condition = "true" missing, lol

cunning token
#

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?

grizzled stag
#

It was just missing the condition = true entry. :facepalm:
Thanks @queen vapor

queen vapor
#

Hehe

#

no problemo, the condition is indeed not an optional property

#

hopefully this can help other people too

shadow berry
#

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

scarlet crystal
#

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.

shadow berry
#

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

scarlet crystal
#

have you tried doing so without mods?

shadow berry
#

Not yet. curious to see if it happens there too.

smoky river
#

Doesnt do that by default

gleaming flower
#

Is there a way to turn off all lights on a map?

#

Streetlights, etc.

smoky river
gleaming flower
#

ty!