#arma3_editor
1 messages · Page 26 of 1
is there a way to control the camera better, especially for interiors and stuff
it is hell trying to position small things, because the camera just goes at a million miles per hour
Closer to ground you are slower it goes. Scrolling also. Not sure if placebo but ctrl/shift modifiers work?
yeah... unfortunately im in the Sky.
Then... gotta go fast
hello, i am new to arma 3 editor
I am using a map but only want to use a small portion of it
How do i put up map barriers so AIs and players cannot move outside an area of the map?
You normally dont. But nobody is stopping you from building a wall
and CSAT will pay for it
And server performance
Not if it's local only
But then ai will escape
Somewhere in the eden preference settings you can change the camera speed and disable the change of speed depending on height
hey everyone , Im making a scenario and im trying to make it where when you die you insta respawn at base, however when I die it brings me to a wave. I tried following the wiki but any help woul;d be greatly appreciated. Thanks!
Uh what is your respawn type set as
also do you use description.ext? as it can overwrite eden settings
also, note that MP-like respawn does not work in default Eden, you have to start a MP preview
Also question of my own,
is there a native way to have animal as playable unit?
i want to have someone play as a dog
it must be quite hard to do, as it's not something even possible with mods currently
but I've read somewhere it's possible
you should ask the guy who made the combat dog mod
i can do it dynamically, but that means someone spawns as human, then i can quickly doggify him.
Was just asking if its possible to assign like "Playable" to animal
in that case nope
Right... dynamic it is
Respawn type is infantry im testing in multiplayer I also don’t have a description.ext I tried making one and it did nothing.
Use marker, not module.
use screenshot, too, not mobile photo 😄
I never played with triggers, but I find today that there is no thisList in the deactivation. Do we have to store the list of units inside the trigger by ourselves? Any recommendation?
thisTrigger setVariable ["muhList", thisList]; and recall it in on deactivation?
this is what I am going to do, but so surprised to see that it is not implemented by default.... am I missing nothing really? (I though it was not the case in the past)
It was, mind you deactivation is called only on repeating triggers. Also example, if you had "Present" as condition, what list would it give? Anything that isnt present?
sure. Something that was removed from the list.
For present, that would always have to return empty array, and that would be kinda pointless
indeed if it is not implemented.
lmfao I knew my laziness would get me called out! 🤣
can someone help me? i got this bug where in editor when i wanna change loadout, i choose everything, gun, scope, uniform, helmet, vest... but when i go play character the loadout i gave solider just vanishes and returns back to normal loadout before i edited it
Do you use mods like CFP? That have randomisation enabled by default?
Gotta catch them all eh? Also at least 3 screenshots are the same
Are you trying to edit unit loadout and then play in multiplayer with spawn screen?
no
im trying like im in zeus editor singleplayer and when i click play chrt it changes loadout to drfualt
Odd, shouldn't do that by default. You sure you apply loadout? Like if you look at character in zeus it has changed gun etc?
yes
That error should change loadout back.
Then only reason why it does that, is some mod you have
Me neither, its on you to figure that one out
u have any suggestions how?
remove some mods and try then?
okay
does anyoen know if there's a way to force an object to load at any distance?
yes, you can use setFeature
for example, if i want a massive monolith visible at all times, is there a way to force load it, ignoring render distance?
oh!
wait, wrong name 😄
setFeatureType?
yup
so itd be
variablename setFeatureType 2;
and that'd make it visible at terrain distance
or
ye
Awesome! Let me try it.
pah, doesn't work for what i wanted it for, but
it's still useful to know for other things
if i were able to edit the skybox that'd be perfect for it, but i dont think i can do that without a whole new map
I'm having an issue with AI in this mission. They're hidden with simulation turned off in the beginning of the mission but a trigger shows them again. They're being shown and the other AI work but this group doesn't move for some reason. Anyone know a fix?
Turn on simulation again?
How can I make a helicopter formation fly like in 'Black Hawk Down'? I've tried grouping the pilots, but they just collide and crash.
That's pretty difficult. AI is quite bad at that.
More reliable to Unitcapture them i feel
does anybody here know how to make custom masks for arma 3? and if so if you dont have time to explain is there any videos?
What masks
like balaclavas and glasses and stuff like that
And you want to model new ones, or do retextures of existing ones?
well i would like to make a few masks (or all) of the COD Ghosts masks
as u can see from my pfp
This does not really answer my question
so new models id assume
Ok
Hello friends, that's a live-stream of full asset creation with some guidelines for people looking forward to start Arma 3 Modding. Also some mistakes were made so by watching me fixing them you can learn how to avoid them!
Before you start, you should already have:
- Your P drive set up: https://www.youtube.com/watch?v=Lgbp-gYK8ls
- Have some ...
that was fast
And use #arma3_model for any questions as people tend to stick to specific channels and this one is editor related
It's my fav tutorial for this, saved it on YT
alright perfect thanks alot honger
isn't recreating COD assets will violate ip ?
How do you set up a module to activate on a trigger and then have a second trigger deactivate it.
I am trying to make a beam module turn on at around 250 meters from a location and then turn off when players are at 50 meters.
when a player enters a trigger, it fires something, like "yourvariable = true;", simply make the other trigger fires "yourvariable = false;"
with the right conditions, ofc
Should these triggers be connected to the module, one, both, neither? I have the activation set to any player, present.
I can get it to trigger and activate but nothing is able to turn it off which is what I am struggling with.
When both are connected, it is activating on the trigger I have "Beam = false;" and doing nothing on the "Beam = true;" trigger.
Module variable is named Beam
name of the module isn't the name of the variable
also, most modules do not have an "on/off" function, you'll have to "manually" turn off the variable
the steam workshop page may have the variable of the module, or a link to a wiki that has it
if not, it's a dive in the files of the mod (using pbomanager), find the right file and inside find the variable's name
Can I edit a vehicle’s properties in the Eden Editor using code?
Speed, acceleration, torque, etc
you can place code in their init
not everything is supported tho, some lines belong in the config file
No, those kind of changes would have to be done by modding the config files of the vehicle.
I've seen some commands on bi wiki
At least you can lower max spead for sure
That one's only for ai if you mean limitSpeed
found this script to limit speed for a vehilcle
if ( not isServer ) exitWith {};
myWantedSpeedLimit = 10;
this spawn {
private ["_speed_vector", "_speed_dir"];
private _vec = _this;
while {alive _vec} do
{
_speed_vector = velocity _vec;
if ( ( vectorMagnitude _speed_vector ) > ( myWantedSpeedLimit / 3.6 ) ) then
{
_speed_dir = vectorNormalized _speed_vector;
if (local _vec) then
{
_vec setVelocity (_speed_dir vectorMultiply ( myWantedSpeedLimit / 3.6 ) );
} else
{
[ _vec, (_speed_dir vectorMultiply ( myWantedSpeedLimit / 3.6) ) ] remoteExec ["setVelocity", _vec];
};
};
sleep diag_deltaTime;
};
};
dirty but technically works yes, although you should ideally be doing this wherever the vehicle is local instead of remote-execing the command so frequently
also the sleep diag_deltaTime there is completely unnecessary
hi
i was wondering how to setup a trigger when so that when players are detected by the enemy (blufor), it plays a soundtrack
soundtrack is in base arma
i set it up like so but when i tested it and engagement started no track played
set the type to opfor (or indfor) depending on the attackers
ty that did it, in this it fires when the players detect the enemy
didn't you want it happen when enemies spot players?
invert the conditions if that
yeah i was initially trying to do that, i wanted to understand how the trigger condition worked in regards to detection
ty
Hi! Tell me, even though I have 1,371 hours on Arma 3, 80% of which was spent on Eden Editor, I don't know how to get AI to stay in a trench (like staying there to defend it). I know that Arma isn't really a game designed for positional warfare, but still. In fact, most of the time, the AI doesn't stay in the trench because they reorganize themselves into formation (the basic arrowhead formation), you see? Do you have any solutions or mods to suggest?
disableAI command is your friend.
this disableAi "PATH"; into ais init field
Second question about trench compositions. I downloaded an add-on called "Brasko's Trench." The mod isn't very important since it does the same thing to other compositions of this type. Basically, the composition is completely messed up. The objects that make up the composition "fly" and end up almost all on the same vertical plane. Even when using the feature to reposition the elements ONE BY ONE, the composition ends up looking bad (because I didn't build the composition myself, so it's much less well done than the initial result it's supposed to produce). Same question, do you have any advice or mods to fix this (I haven't found any, but you never know)?
Hello guys,
is there a way to disable the ACE function to join other groups by interacting with them but still keep the function to assign yourself to team red or a different colour?
Use the terrain/surfaces snapping toggles to prevent z position changes.
trying to make screenshots i the editor but cant remove this from my screen
and also change FOV
Unload whichever "KAT"
KAT would likely be KAT medical, based on that path and the other stuff in the error
I'm a bit surprised that there's a script error, since I've played with KAT medical for quite a while with no script errors that I can remember
But for screenshots, just unload it unless you absolutely need its assets for the scene
how do i change the ammunition type in ground vehicles?
So, I'm attempting to keep certain heavily-customized vehicles unloaded from a server until a player needs them. To do that, I've set up something where they can interact with something via a hold action, and a vehicle with the model hidden and disabled simulation will be un-hidden and have simulation re-enabled in front of them.
The big question is, does this actually help? Can I really just hide and disable simulation on vehicles like this? Does that combination essentially reduce their performance impact to zero, or am I going about this wrong?
The code I'm using, for context:
Humvee_1 enableDynamicSimulation true; Humvee_1 hideObject false;
certain heavily-customized vehicles
What kind of?
why not just spawn the vehicles in when the player gets near a marker or trigger: i myself never use enableDynamicSimulation or disenableDynamicSimulation: there's many ways to spawn enemy and vehicles into the mission at any time you need
when my missions start there's nothing on the map: sep for some markers: and the players: and some blufor vehicles: then of course all the stuff gets set up auto on the mission: by the scripts and functions and EventHandlers: and all the diff init files: then we read the briefing and move out: and see what we run into 🙂 just like in real life 🙂
no Zeus no mods and no DLC 🙂
theres lots of vanilla missions you can take-a-part and see how they did things to learn this
I don't know how to spawn in anything that's not bog-standard vanilla or customized in any way. That's why I was trying to work around that as much as possible. I use a lot of compositions and units that have entirely customized loadouts, with vehicles that have a lot of changes to their attributes, and I could never find a way to spawn those in without doing it the manual way.
@polar pawn Every enemy in my mission has customized loadouts: and i spawn them in all day long: if you would like to get on voice i can help you with that mate
its the same as you would do for vanilla enemy or vanilla vehicles: all you have to do is put the "name" like ```sqf
"O_Soldier_F" or "O_G_Offroad_01_Armed_F";
i remember back in the day when i did use mods: "i think T-Rex was alive" 🙂 it was the same thing as like in vanilla
but diff "names" 🙂
IIRC 🙂
yeah i think im right unless you have ACE or stuff like that
i dont know about ACE or any thing like that
Yo, I'm back with my questions, folks!
First question: some units in Eden editor have the arsenal impossible to change, no matter what I do, it returns to their initial gear and weapons. Do you have a solution against this or is it some kind of protection from the modders not to steal their work?
Second question: I'm pretty sure I've already been able to change the speed of vehicles by going into their personal settings, in the same way as changing fuel or ammunition levels, you know? I can't find this feature. Do you have a solution for that?
- Probably some mod issue
- Waypoint attribute or group attribute
First question: some units in Eden editor have the arsenal impossible to change, no matter what I do, it returns to their initial gear and weapons. Do you have a solution against this or is it some kind of protection from the modders not to steal their work?
Some mod might run a script at unit init that sets their loadout to something specific or random. Usually there is an option either through Addon-settings or in the unit itself to stop this.
By any chance does anyone know how to remove the script/debug errors when launching a mission in SP from the Editor?
Fix script errors and they should go away
So there's no way to just turn it off?
No
Thanks
about your second question
it may be something from 3den enhanced, but in attributes you can set a max speed
been facing an issue on dedicated server
a trigger sets a task as completed normally on SP/MP but fails to complete it when testing on dedicated
on SP/MP task works fine
on dedicated server the same task fails to complete the task
tick server only on that trigger and see if it works, and let us see the syncs between trigger and task
will do, i'm testing now using call BIS_fnc_taskSetState and see if that helps then will use "tick server only" method
When I make tasks like these, I always let server handle it
with my little knowledge, I always think that those 3den placed objects are server objects
That function worked well, I’ll keep in mind to try server only next time
I always thought task state modules were good to work in any environment
I use them a lot when I make missions
I'm no expert, but don't you have to tick the "server only" checkbox in the trigger ?
also, is your "set task state" module linked to your "create task" module ? it may understand locally it has to impact the only current task but not in dedicated
Yeah they were linked
Is there a practical way to remove the Town Name road signs from Altis? Having an absolute dog of a time trying to get their IDs.
pop a tank on them :^)
You can't find their classnames?
Try teleporting yourself near one using the Splendid Camera or whatever it's called and executing
(nearestTerrainObjects [player, [], 10], true, true) apply {typeOf _x};
Sticky joe: did u mean to send this to me in mentions ?
i guess you did not mean too 🙂
What? Why?
Im very new to composition building in editor but figured out some things but need a little help with this.
made an atgm attach to the vics hull but when firing it gives the attached message?
vics init:
this addWeaponTurret ["rhs_weap_TOW_Launcher_static",[0]];
this addMagazineTurret ["rhs_mag_TOW2a",[0]];
all this is fine
where is this code coming from?
Lavv4 init:
this addWeaponTurret ["rhs_weap_TOW_Launcher_static",[0]];
this addMagazineTurret ["rhs_mag_TOW2a",[0]];
Jav4 init:
[this, invi4] call BIS_fnc_attachToRelative;
invi4 init:
invi4 attachTo [Lavv4,[0,0,-2.95] ,"OtocHlaven", true];
Code is from an composition with different vehicle (trying to learn how i can do these myself)
Tested the original composition and it worked no errors
it's not a BIS_fnc_attachToRelative error, so… it's something else
given _m_pos and _target_pos, I would say mod script
Interesting, i got it to work, thanks for the info
just wanted to ask, where do i find the arma 3 jets dlc's aircraft carrier? i can't seem to find it on the list, i can't spawn it on my custom made campaign
somewhere in structures I believe
doesn't "carrier" search bring it up?
let me check
it's there ahha thanks so much
This has been probably asked 100 times already, but is it possible to use the Contact assets (+aliens) in "normal" Arma? I do own the DLC ofcourse. I havent found any mod to do this.
Could you help me make a arma 3 movie based in the Vietnam war I can let you know what I need
Sorry, I dont have spare time. Check youtube tutorials etc. It's not so hard.
OK, thank you for your time
So the answer is no?
Aliens are behind the DLC encryption.
Livonia assets are available without it though. Some are not in eden editor but you can spawn them or use mods that do this.
O&T Expansion Eden for example.
Contact isn't encrypted anymore.
O&T is new for me. Thanks. I'll try that.
No Alien assets on O&T also...
What do you mean by this?
Arma 3 and its DLCs started out as encrypted EBO files and over time were turned into unencrypted PBO files.
IIRC, the alien models are only in the optional part of the DLC and not in the platfom part.
Ok. It's strange that there is no alien "unlock" mod for "normal" Arma 3. Or perhaps I'm the only one who wants one 😬
iirc most stuff in contact dlc campaign is considered experimental hence its missing in the base game
it took people years to figure out how to script the radio frequency detector thing.
I'm pretty sure it's not possible.
Yeah, it seems like it
If I want my suicide drones (Crocus) to respawn when used, what module can I use for that? tried the vehicle respawn but getting some error about the drone isnt a vehicle (well duuuh haha)
I'm not familiar with modules, but in Arma language drone probably is a vehicle.
a drone is a vehicle driven by invisible AI(s) 😬
Hi! I found this MOD LR Modern Armed Forces of Russian Federation-full or lite is causing those AI marks on the screen. Any ideas how to disable them?
Any help will be greatly appreciated. 🙂
I'm having an issue using Deformer and while my mission runs fine on my local machine the moment it goes to my server it doesn't save the terrain changes. I've reinstalled all the mods on my client and server, re-exported the mission but nothing seems to be working. I've never had issues in the past but the last 3 days I can't seem to get my deformer missions to work. Any advise?
I do not use the Deformer mod. So troubleshooting advice here is limited.
The scripting command that it uses, setTerrainHeight , needs to be synchronized in multiplayer. That requires a lot of data to be transferred and checked. It might be bugging out because of that.
When you are in Eden Editor, and you play the scenario in multiplayer, do you still have the same issue?
====
I have my own question. I have forgotten something straightforward after years of not publishing missions.
My problem: when publishing a scenario from Eden Editor to Steam Workshop, it does not have an image.
In the publishing menu, you can select "predefined" and "browse". Predefined does nothing, despite description.ext specifying the onLoadScreen,onLoadMission, and overviewPicture.
Browse lets me search and select photos on disk. The game does not show my carefully formatted .paa, .png, and .jpg images, which are all sized x^2 by y^2. The game does show various other jpg images of various resolutions and aspect ratios.
My question:
What is the correct image filetype and aspect ratio for Eden Editor to select as a Steam Workshop image?
Ask the mod author?
https://www.reddit.com/r/Steam/comments/526hq1/exact_size_of_workshop_thumbnail_and_preview/
Here is some more information about thumbnail size.
Tldr...16:9 should be fine..steam handles the scaling
I've resized the picture in question to 16:9 (2048 x 1150) in both .jpg and .png. Restarted Eden Editor and Arma 3. Still doesn't appear as option.
Following your link, if I resize it to exactly 636x358 pixels in .jpg, then it works. How tedious.
This link didn't appear in my search results, nor when I typed this question in Grok AI.
Thank you very much for the link!
Yes unfortunately it only occurs when I load it on to my units server. I've reloaded all our mods on there so I wasn't sure if anyone else had encountered similar issues
Interesting. Guess that's an issue with publishing from Eden editor.
You could also upload the thumbnail after publishing directly in the workshop.
hi there! can anyone tell me how to save as SQF in the 3DEN editor? perhaps iam blind but i only be able to save as SQM atm...
What I'm doing wrong here. I want to be able to disarm mines. I put players init: this setUnitTrait ["explosiveSpecialist", true]; this addItem "ToolKit"; but the player is still unable to disarm mines.
Doesnt work even with Eden Enchanced when ticking the right trait... seems like its bugged.
you need to have the mine spotted, try pressing T to "report" it perhaps?
With vanilla mine specialist you dont need to do anything and the disarm option appears.
mod interference maybe then
check with getAllUnitTraits if that unit still has the trait in runtime
Yeah probably. I tried using delayed script to add the trait but no avail... not a dealbreaker just thougt I missed something
Unless you load ACE
Yeah, I dont like ACE so I dont use it.
Ok, but it's weird that it won't work, do you have any idea what other module to use?
if this one does not work, there is not another (vanilla) one so scripting it is
Wouldnt it be easy to just make a trigger with !alive drone condition and on act. you put createVehicle jadajada ?
I always put the image I want to use in the "Pictures" folder on my C drive, and then use the "browse" option when publishing from the editor, and select the image from the "Pictures" folder. There's no need to define anything in the description.ext file.
Why do people keep asking this D:
stupid idea but from using mods, is it possible to even run ur missions in multiplayer?
i have an operation ive been trying to see work
ive been trying to make an operation thats supposed to take place around 2027 and at least make SOME lore off of Altis 😭
nvm i figured it out lol
i should be able to get this operation done
Hello guys. I was curious, how you deal with AI getting stuck in buildings. I making a mission in La Trinité and enemy AI is just supposed to roam the streats. Sooner or later though they will randomly enter buildings on their path and quite often they get stuck there. Should i just lock many of those buildings? I would really prefer not having to manually unstuck them as Zeus all the time. Im not using any AI Mods btw.
you just have to be more precise with thier path: Ai have been getting stuck for 100reds of years in Arma 3, its a well known issue: thay get stuck on Diff terrains for diff reasons: i had to learn this as well m8 🙂
Ai can get stuck on houses that are hidden and can get stuck in rocks and other places too
sometimes they do the turn-a-round thing where they just spin around and around 🙂
i just try to Avoid them areas where Ai get stupid
like just the other day my Ai guys would not get in the chopper cuz they went deep into a city with me: to kill enemy
they just said no can do lol 🙂
so on places like that i just teleport them to the chopper 🙂
Is there a mod you can suggest that makes the ai use drones against me and my mates?
don't need a mod for that just: set that up in the game editor or the Zues thing: like you would having anything against you
why run to mods so fast just try to learn how to do stuff with the game its way funner
if you learn how to do stuff in the game that you want to do: then mods will be way more fun: when you get them
but for me i never use any mods ever: i just try and try to learn how the game works and the ways to do stuff
its real fun for me: i love it plus it keeps my brain sharp: insted of just getting a mod and hoping it all works out
but thats just me: 🙂
most of your comments arent relevant or helpful and replying to everything just stops others from giving real answers..
why does it stop you just do what you need to do m8
you can reply as well
and what do you mean arent relevant or helpful: i beg to differ m8
iv been playing thais game a long time: i do know whats up m8: on most things
and im learning more and more at a super fast rate: so i dont think im going to let you say that: arent relevant or helpful
hey so i have a addaction script to detonate a bomb
but doing so causes no damage to anything near it, is there a way to change it? someone sent me the script and i dont understand any of it
this addAction ["<t color='#FF0000'>Detonate Charges</t>", {
"Bo_GBU12_LGB" createVehicle (getPos myBomb);
deleteVehicle myBomb;
}, [], 1.5, false, true, "", "true", 5];
Make sure is is not blocked by any obstacles, including myBomb
I have it set as an invisible helipad indoors, should i move it?
(getPosATL myBomb);
At least you can try somewhere very empty
why not just use housePos insted of a invisible helipad
ahh that worked, thank you!
you bet m8 my pleasure
Guys, is it worth me updating and trying out the Eden Editor in pre release, is it alot better than the current 2D editor or does it need some work still doing to it?
the 2D editor isn't an editor 3DEN is
Just out of curiosity - whats with the aversion to mods?
If anything making one for frequent things you use in missions is easier than applying them for each mission independently
Some mods are poorly made, you can have bad surprises when using them
Also, some mods behave erratically, don't work or straight make your game crashes when used when other mods
So basically, the less the better
So if there is a way to do it without using mod, it's almost always a good thing
hey i have a question, i resized some walls with a script and an invisible helipad but when i go into a actual mission they are all facing the wrong ways
any idea on how to fix it or just hope?
that's obvious, im talking about the general idea of mods - that is if you pick well made ones (or make ones yourself) - a script running as a mod and a script running as part of a mission are indistinguishable - what im saying is if you're doing one thing for every one of your missions, just make a mod for it instead
as someone with 8000 hours in arma, eventuallly one gets a taste of "essentials" that you should generally use, and ones to be wary of
iv used mods for years and years: and i got so sick of all the erras: and mismatching of modes: and old mods: and well you know: all the stuff that can happen: so i said to my self: its just not worth the pain in the you know what: plus i can make almost anything happen the way i want it to happen in the game: i have no need for mods: so i think if you get Arma: you should play the game with no mods: till you learn about the game 1st: then go get mods after that: but for me: i need no Mods: plus there's no DownLoading of modes: when people join my missions: they are in right a way: no hassle: Np: and bang we are playin 🙂
that's my general idea of mods: 🙂 but hay: if you want to use mods then have at it: its ok with me 🙂
however i do use terrains: but only very few like 3 maybe: if you want to say: that i mod the game though Scripting then yeah:
but i dont want to put anything in my clean Arma 3
and make that 10,700 some hrs for me mate: lol 🙂
oh and when i say i can make almost anything happen in the game: that's with the help of the Awsome guys here in Discord: to witch i learned a lot over the last years:
and lately more so then before 🙂
i had all the Arma games starting from OFP of course 🙂
How do you make ai hold a positon but instead of jsut disabling their pathing they can only move in a 5 meter radius
Yeah i know eden is a 3d editor I was just wondering if it was worth testing the RC release of it
Testing? ABSOLUTELY.
@copper siren are they spawned in enemy or do you just place them on the map
Snap okay I'll download it now 1.3GB shouldn't take long to download 😛
how do I fix so my player unit is respawning with the loadout I had when I died?
well there is many ways to do this
ok, do you want to share the easiest way? gonna have a LAN today and dont have the time to learn some haxorskilz
I dont know LAN is considered SP =/ haha, Im REALLY new to this
that would be totally amazing
yes LAN is SP but you can play LAN MP also
ok i'll send you my 1st mission i ever made ok m8
king! thanks alot!
do you know where to put the mission so you can play it in SP
is it in this "C:\Users\xxx\Documents\Arma 3 - Other Profiles\xxx\mpmissions\UKR.swu_public_novogorsk_map ?
nope not MPmissions it would be just missions
let me give you the path
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions
if you friend me i can send you the mission
@jovial ingot if you want to play this mission as a LAN MP mission the you would put the mission in C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions
btw you can host this mission on the net and play with your firends also ok m8
or if you do a LAN party you can LAN MP it and then you will respawn with your loadout
in LAN MP you will respawn with your loadout
Lol don't forget that there's the Game Updater utility in Arma 3 Tools 😉
does anyone know why despite placing a high command "commander" module I don't get high command?
Did you read the wiki article
where can I report and ask for fixes for issues for one of the games in this discord?
Which games
arma reforger
What is a script to make a group of ai respawn so the LIGHT AI FIRE SUPPORT mods group scan module can scan them every time they respawn and they can be called in again by the ai
can i get some help with some mission design using triggers and how to make them flow. Im confused on how they work. i also have some other questions about tying a module to a trigger ot knock the players unconscious for about 10 seconds adn then have all the enemies turn into a dead civilian
you might aswell have just not replied lmao
arma community not be insufferable challenge: impossible
You'd be better asking this in rimmy's discord as he made it
Did you? It tells you exactly what to do, which is more than what you said.
any of the big anzacsas maps, they're like 100x100
yes weirdly enough I have
then I come here to ask for help and have to deal with halfwits who can't help but talk down to people asking for help
You need to show exactly what you did do to get useful help.
I'll figure it out myself I think, wiki was followed word for word and there's no HC in my mission, but having prominent community members and randoms talking to you like you're ret@rded puts people off of reaching out
if you can't even reply to a simple yes or no question then who's the halfwit? You stated that you just placed the HC module while wiki clearly lists a few of them and multiple steps.
Nothing worse than trying to help someone but instead you talk to them like you're retarded, it puts the community members off.
i never see anyone talking down people: that's not allowed anywhere in Discord
Hello,
I'm looking into creating my own map markers for Arma 3 eden editor. Anyone has a guide to how to create and add your own map markers into the game?
You have to make a mod and add them to cfgMarkers class.
Check out the vanilla marker textures to see how they are made.
Does 3DEN have the option to export to Terrain Builder?
Yes
Nice.....
so err..any chance BI can put that funky widget in to buldozer too? pretty please 😃
@steady arrow Seconding what @queen vapor said: https://i.imgur.com/z2ah3dg.png
Sweet! 😃
I'm really sorry if this doesn't go here. I'm making a mission where a convoy interdiction becomes a car chase. Has anyone else done a car chase in ARMA and how did it go?
AI is not known for its "sport" driving; you could "record" the driving and play it, but then the vehicle would be on track and wheels would not turn left/right
I think that's fine for a car chase. It's
https://community.bistudio.com/wiki/BIS_fnc_unitCapture
https://community.bistudio.com/wiki/BIS_fnc_unitPlay
Ah thank you! I'll probably have it end in the car crashing into something so the chase doesn't go too long. As I understand it, the vehicle can't be disabled if it's on tracks like that.
Maybe you could terminate the unitPlay script if the car takes a certain amount of damage.
What's the easiest way to place a respawn on a static ship and it actually work? I'm aware of connecting a respawn to a vehicle so you spawn inside the vehicle, but I'd preferably like to do it another way if possible as the ship I'm using has bunk rooms and I'd like the respawn to be there.
Use the module instead of the marker method, never has issues with height using it
Just make aure to tick respawn on custom position and give it a small delay
what exporting to TB, seriously?
...yes?
sad thing is i have completley missed that in the editor. wtf
When I spawn in a drone using a script I have, the drone is grey anmd not bluur when looking on the map. does that mean that I cant use it? How can I spawn in a drone that is flyable?
I can choose, from the ace menu, interaction -> get in but the player unit only do a little jump
spawn the drone and spawn an AI inside
a drone is basically a vehicle, you need to put someone inside
aah ok, but what do I add to my script if I want a ai in the drone? tried to log class whern it was "blue" but got the same result as without
not 100% sure, but I think that's what
https://community.bistudio.com/wiki/createVehicleCrew
awesome, will look into that! thanks mate
How do I change the side a vehicle is on? For example an AA turret.
Put whichever side's crew in it
are the sizes of triggers not accurate
tried moving right through this trigger but it would not activate
only works if its lower
even though im clearly inside the trigger
it most likely works with entity's origin (0 0 0 pos), not "a part of" that entity
hey I realized, compositions are basically minis
I'm gonna make an additional armor of sorts for a tank, put metal sheets all over it
yay, it works
Yes, BattleBus / shitty technicals are great. You can also attach stuff to move with parts like the barrel or turret.
Hey, I saw you made a thingy for ZEN that lets you put parts on turrets and have them move while it rotates, does that thingy apply to Eden as well?
not sure if its part of eden or if zen adds it in
The Zen stuff only works in zeus of course. In Eden you can script it. My mod Pylon Anywhere has attach options in Eden as well.
man, you're making mods I can't conceive of playing without
is there a way to start a mission without opening the role select/respawn screen, and then have it on any subsequent respawns?
I see how its done
just need to figure out how to make it so its like attachToRelative
coordinates are tedious
I don't get it, its supposed to be at the exact same coordinates, when I test it out it isn't there at all
its editor only turns out
I think you're putting in world coordinates vs coordinates relative to the vehicle. Alternatively, you could use BIS_fnc_attachToRelative.
yeah it works but it doesnt rotate with the turret
it works this way but the coordinates are a pain
[this, tank, "gunnerview", false] call cba_fnc_attachToBone
works like a charm
gunnerview will often be the selection named that orients with main barrel, but not always. you can check config for the actual one. vehicle >> turret >> memoryPointGunnerOptics
when in doubt, more gun
extended the turret a bit now it looks a bit more real
Hey guys. Anybody here that knows how to set up a custom respawn loadout? Every time my soldier dies, he respawns with his default loadout and not the custom one I gave him. This is for an Arma 3 multiplayer server. Thank you
when we had this issue with a friend, we diddled with the loadout option in 3den -> attributes and with the ACE respawn setting
doesn't work, we tried
we might have missed something tho, but we are both experienced mission makers and we know how to handle scripts
now that I think of it, maybe a mod we used was the problem
our modlist was quite short tho
It's a tad bit broken
At least that was the experience with me
I use
unit1 setVariable ["Saved_Loadout_unit1", getunitLoadout unit1];
In onPlayerKilled.sqf
And
unit1 setunitLoadout (unit1 getVariable ["Saved_Loadout_unit1", []]);
In onPlayerRespawn.sqf
How is that not working?
idk, nothing different happened when we added the file to our mission, and exported the new pbo to the dedicated server
hi I wanted to make a simple insurgency mission and give ai UAVs (like MQ9 ones not fpvs). But if I simply spawn the drone and give it a command it won't utilize it's arsenal (missiles and bombs) for some reason on the enemy. I tried looking online but with modern google I cannot seem to find anything useful. Any help here? I do not want for drone to simply hunt players I want for it to act similarly to infantry ai and make it aware and look for enemies or engage if found.
I do LAMBS and LAFS. Any drone does see even the vanilla ones. I do not connect any modules to them yet they still cannot see afaik
lambs (idk about LAFS) affects the AI without the need for any module, it may come from there
test it full vanilla, if it works then it's most likely a mod that changes their behavior
if it still doesn't work, then the mission is the problem
While I do agree to possibility I do not believe this is the case. As I just launched vanilla editor for a sec and drone did not engage anyway. I would believe I have not setup the drone correctly but I cannot find how to online as which is why I am here
I did it in full vanilla empty mission fyi
My aim is to seamlessly teleport a player from one ladder to another as they are climbing it.
This would make entrances to underground bases possible without awkward scroll menu actions.
Included is a sketch of my best implementation so far. There are 2 pairs of ladders at each end. Players climb down/up the first ladder, and a trigger places them at the second ladder at their destination. The essential command that does this is:
(thisList select 0) action ["ladderDown", ladderBottom1, 0, 1];
In order to accommodate the player turning back, there are 2 triggers per ladder pair, that turn the teleport on (or off if they turn back). There's one more trigger that teleports players who fall off the ladder. Attached is a VR mission with the set up.
The system functions. The problem is that, when climbing downwards, there is a delay before players are placed on the destination ladder. No matter where I place the trigger, or how large the area it is, or how short the interval, the delay is about the same. This delay is also present in singleplayer. See video for a demonstration in a mission.
Is there a way to make the transition from one ladder to another instant?
If one could crack this method, it would make "underground bases" and large indoor areas viable for all mission makers.
"easy" answer is since you have to teleport anyway, might as well do a black screen or similar
Aye @kind prism that is the existing answer.
What I suppose the video doesn't show, is that when I match the positions of the rocks and the ladders, then the 'teleport' is almost unnoticeable from the player perspective.
I just have to make it trigger instantaneously.
Have you tried actionNow instead of action?
@kind prism may I ask you for help as well?
It's not really clear what you want to achieve. How do you want the player to interact with the drone? What changes do you need to make from vanilla behaviour?
I mostly would like to know how to make ai UAV be able to shoot at targets it spots. I do not know how to do that and my UAV simply loiters around the waypoint without engaging anybody rn.
I believe it is also important to mention that targets are infantrymen (players)
I don't think AI will normally ever shoot missiles at infantry unless you force them to fire at a specific moment.
ohhhhhh....... Is it possible to make infantry a valid target by placing a script in UAV's Innit?
No
that is discouraging. But does drone even see enemy infantry? And if yes is it reachable?
It can see like any unit if it gets close enough. WDYM reachable?
How close? By reachable I meant that I could extract what infantry drone sees to a script. Like I was thinking to make a script that looks through what infantry drone sees and if that infantry is clumped up together shoots a missile
on a cycle not every frame or some bs
You can create Laser Targets (using designator or script) and the uav should engage those. You'd need to decide the conditions when to expose such a target though.
Probably very close. Usually it's better to find what you want it to see and reveal that unit to the drone by script.
oh this I mostly know I wanted to know more about how drone sees
I mean I think I will have to use that option.
I was thinking I would be able to utilize more complex logic though
That seems to work! Amazing that I didn't find this command in the BIKI. Will post another video in a moment.
Today I learned.
On the map screen, you can select the camera and can move it.
If you select the camera and an object in map screen.
Then go back to 3D view and try to move the object, your camera is still selected, so you're moving the object AND your own camera together.
That's very trippy
I knew about moving the camera, didn't know about moving it while in 3D 🤣
wheeeeee
is there a way to prevent players from physically leaving an area of the map? i want to make sure my players don't wander off into areas that aren't relevant to the mission
initially i was going to do it with physical walls, but that's just too taxing for the server
well it has to be physically?
a 10 seconds warning to kill the player should work
that'd do
can't i do something like that with the zone restriction module?
i took a look at it and couldn't quite figure it out, the documentation didn't help me too much either
yes you can, it shows a hint for the player iirc
I prefer to make a custom message using cutRsc command or something like that
I don't have an example rn, cuz generally I tend to let the code inside the triggers, but it's not hard to code something like this
no that was the cover map modual i was thinking of
i did the Zone restriction with scripting with 2 triggers
and i even show a pic of skull X bones if they get close to the end of the Zone
this is from one of the triggers
picWTri = "images\XBones.jpg"; "" hintC parseText format["<img size='2.0' image='%1'/> Restricted Zone! Turn Back Now!",picWTri];
As per that link, @upbeat rose ... and speaking of Eden Update though not Eden itself: http://arma3.com/news/top-10-arma-3-eden-update-server-browser
How do you scale down objects?
I'm pretty sure I saw an entry in the menu, but I know you can use setObjectScale to do it
the command works perfectly, its hard to line up the object precisely because its full size in the editor but half size in actuality
with the command you wrote
yeah but I'm pretty sure I saw a UI entry that lets you change it that way
and it would work in the editor
nvm
Not sure where to ask this, but I’ve been trying to do this in the editor so here it is…. What is the best approach for rookie to use to set an airport with ambient activity? Misc troops, taxiing planes, ect. I have tried a lot of the AI mods and they are all great, but looking for something more detailed and also that I put together and understand how it works. So any good videos or template suggestions would be much appreciated!
There's a mod that also does scaling for multiplayer and it works with 3den enhanced, it's really good in my opinion.
Basically, you have to be creative
But you could check the compositions on the workshop
Yeah, I have looked there a bunch and it’s probably there somewhere. Problem is there are a lot, most of them with no ratings and poor descriptions. I also think what I want isn’t easy to do in way that lends itself to good performance, so there are very few of those mixed in. Was looking for more specific suggestions.
Thank you though!
Compositions can be loaded without turning off the game if you already have the mods required (if any). If you don't want to check them yourself then perhaps it would be easier if you do it by hand
it doesn't work
Any way to turn physics off for specific objects?
whenever I spawn my compositions in with zeus it all falls apart
Disable simulation of the object
then it doesn't work
Can't have physics disabled and expect it to operate
then there's no point in putting anything like a turret or static on a vehicle
There should be a mod for that
And also, if you are playing antistasi, you should be able to do that
Not certain, but I vaguely remember a feature like that
its too limited and you can't put it where you want
just where the modders decided it can be
There is some scripting you can do in the editor
it only works in the editor
when you spawn it in with zeus all the attached objects go flying
Yea it's not possible with Zeus then
Yo
Fellow Arma 3 player my pc broke down it's still getting repaired
I gotta question how do u command the soldiers to get on top of the Vehicle I use mods like RHS.
On top? They won't do it, as far as I know
In a vehicle? That is possible
Try the different 4 (get in/out) menu options after selecting the units.
When i try to move vehicles to formation the main vehicle does uhh... This? Happens to GM Eastern vehicles for sure.
Try without mods and see if this happens too.
I submitted this ticket for setting the init field via scripting command set3DENAttributes: http://feedback.arma3.com/view.php?id=27915
is anyone aware of a work around for the quotes around the code? I tried to write the commands directly instead of passing a string, but then it's just ignored
Looks like terrain snapping is off and vertical mode is sea level. You probably know this but if not try changing both of those and moving the vehicle gain.
"hint 'string';"
Anyone know how I can turn off pathing for ai in a certain area? Like within a certain radius?
I’m using alive custom objectives to make trenches and basements with deformer but obviously the ai are phasing through walls and floors, getting stuck and so on so I just don’t want the ai that spawn in that specific trench or basement to move at all.
Obviously they’re not just pre-placed units that I could put the disable pathing script in their init, perhaps there’s a way of doing it in a trigger area or something?
if you set a trigger with "anybody" as activation and disableAI "path"; in the On Activation field, it should work
remember to tick "repeatable"
you'd have to specify it applies to the units in the activation area I think tho
Or, you can use Zeus Enhanced and Crows Zeus Additions to toggle pathing over a radius, unit, group, and side
I’m mostly a single player now a days so anything like that kinda kills the immersion and enjoyment for me, having to go into Zeus, turning off their pathing, in turn learning exactly where all the enemies are and so on so needs to be something I can setup in Eden and leave to do it’s work.
Thank you though
Then you will have to follow Stalker's advice
Though, unless you set the trigger area right at your base, the AI will move around until the trigger has been activated
ah i misinterpreted the problem
try codeblocks instead of quotes
{myValue = true} instead of "myValue = true"
G'day, i'm trying to get a trigger to activate a trigger?
In the activation of the second trigger: triggerActivated trigger1 where trigger1 is replaced with the variable name of the first one.
Thank you
But why? If a trigger triggers another trigger, that can be done via one trigger, not two triggers
That's a lot of triggers
Usually, when I want a trigger to trigger another trigger, I set up an object somewhere on the map and destroy it (with setDamage), then in the second trigger I just use !alive in the condition field
It's kind of a failsafe as I can destroy the object as Zeus if there is a bug
Hi everyone, I really need your help. I'm working on a scenario for Donetsk Airport and I'm stuck on its tower. I can't find any models of it or anything like that anywhere. Could anyone help me make it look at least somewhat similar? I'd be very, very grateful.😭
Just use the vanilla tower building?
The problem is that I need a tall tower, not a two-story one.
then you do have a problem because there are no tall ones.
either scale down and use the one dedmen mentioned or it's time to get into modeling.
You might be able to get away with stacking/scaling things.
There's a taller one in CUP terrain core iirc (saw it on Chenarus, so it should be there, or in vanilla stuff)
It's 3 or 4 stories tall I think, still not as tall as that
CUP has only these towers
About modding the editor so to say.
I have an idea about having a module, that needs to area's assigned to it.
One is for a player to walk into the area, to start the process.
The other is an area that the process does things to.
The first one is easy, make a trigger, sync it to the module.
Second one could also be a trigger synced to the module, but how would you tell the module, which trigger area is for which part
Could give the trigger names, and write the same names in the module, but that's annoying
In the past this was done with additional logics in between.
I could imagine having a custom attribute control listing all triggers. Then you just select the one you need
Yeah I was considering that, but that sounds horrid effort to get to work. And UI code.. ugh
😄
Context menu actions. One for selecting area 1 and one for area 2
Sqf code just adds the name of the trigger into the module attribute values.
Only thing that's annoying is that conditions for context menu are simple expressions. Not class name specified actions.
Like, select the module with left click. And then right-click on a trigger and it adds the context menu options only if appropriate module is currently selected?
Sure
"simple expressions" that sounds painful..
It's not.
Where do I find more info about context menu, is it a config class?
One sec
Could maybe also use a custom connection. But I have never used those.
But the conditions looks like the painful that I meant.
I would want it to only show, if the specific type of module is currently selected
not if any module is selected
That's what I meant with only simple expressions
One of the huge downsides of attributes and context menu entries
Sounds like I need to add "conditionShowScript" with actual real script
Probably something messy like
conditionShow = "hoverObject + hoverLogic + hoverMarker + scriptCondition";
conditionShowScript = "get3DENSelected bla bla exitWith {1}";
https://feedback.bistudio.com/T140938 I found this. the shortcuts of custom items don't work 😄
Ah yes, that too
Well its on the list for friday now.
Maybe I can get that in before I work on the module thing I want to try 😄
Noice
Yeah I'll probably try custom connections.
Right click on the module, and then you get the Connect menu to select what you want to connect, with what kind of connection.
But again.. the problem that custom connection conditions are only simple expressions.
So I need to have scripted conditions on that one too
R3vo you wrote this https://community.bistudio.com/wiki/Eden_Editor:_Custom_Connections
"A custom connection will not automatically be added to the context menu. See Entity Context Menu for a guide."
The context menu page does not show a guide about custom connections.
And, I can see the engine code that adds custom connections, into the "Connect" right click menu item (If the conditions match)
I'll test it on weekend anyway. Just need to remember to post the result somewhere
I added a reminder for Monday. I'll pm/ping you if necessary
@sinful zenith
I tried the example from the wiki and get the following error msg.
17:37:06 Warning Message: No entry 'bin\config.bin/Cfg3DEN/Connections/TAG_CustomConnection.data'
17:37:06 Warning Message: '/' is not a value
Why does it require a data entry? This property is for engine stuff online, at least for attributes, context menu and menu strip
"data" is the type of the connection...
That is being used instead of the classname because... uh.. Yes.
I think just put the classname in there
That is the "classname", that is also used by add3DenConnection and others
And the one passed to the eventhandlers
The condition simple exprressions are also wrong.
objectEmpty doesn't exist
supported are
Object
ObjectBrain
ObjectVehicle
ObjectAgent Group Trigger Waypoint Logic Marker
I'll add script1/script2 to it I think, not sure about that name
Two so you can have two different ones for the two conditions, bit messy
I tried to do something new for this.
Config scripts that print "proper" script error source location
conditionScript2 = "a a a a error error";
18:21:56 Error in expression <a a a a error error>
18:21:56 Error position: <a a a error error>
18:21:56 Error Missing ;
18:21:56 File bin\config.bin/Cfg3DEN/Connections/wolf_CustomConnection.conditionScript2
->Last modified by: WOLF_Modules_MissionTransition..., line 1
You can hover over a unsupported object, that you cannot connect to.
But you get no indication until you finally click onto it 🙁
And if it fails, the line just dissappears and you don't know what jusst happened
The "cursor" entry for custom connections is never used. So much stuff to fix 
And it internally doesn't use the cursor string, it converts into an enum (surprise, there is no way to parse the string to enum). So you can't evven use any cursor, only the 3DEN specific ones..
Good enough. The cursor still doesn't work but I added a fail indicator.
Just means the condition is being spammed, but I think for this it'll be fine
Oh this is messy.
The code makes it ambiguous which of the two conditions, is for the connection start/end.
If either condition is true, then it shows in the conext menu, so far so good.
When you try to make the connection.
It first checks if condition2, works on the target object.
If yes, then condition1 must succeed on the source object.
If no, then condition1 must succeed on target, and condition2 on source.
condition1 is "is desk"
condition2 is "is any object"
So I try to connect from soldier, to desk. That should work, it should swap it and use condition2 on source and condition1 on target.
condition2 works on both, so it succeeds on target.
That means condition1 must now work on source, but the source is not a desk. So I cannot connect soldier to desk, but I can connect desk to soldier.
But even though soldier never works as source, the conext menu item is still shown on it

I think I can safely assume no-one has ever been using custom connections.
The documentation is new, and was broken until yesterday.
So.. I can probably just rip this all apart and make it "conditionStart" and "conditionEnd" ?
Its already called "Begin/End" in code.
Yeah I'll rip this out.
condition1 is for the connection source, condition2 is for the target. That makes this much simpler, and the automatic swapping didn't work anyway
Connections to markers don't render in 3D, because in 3D you can't see markers :harold:
oops
Perfect ❤️
I would like to be able to tell the user why a connection is not possible.
Like if I want some only triggers with an area.
But that gets too complicated, you'd also have to handle if someone removes the area from trigger afterwards and such messes.
Better just check that at mission start when the connections are established.
And the OnConnectingEnd handler can throw a warning popup after the connection has been made, to tell users it won't work
Yeah, that's kinda annoying.
So I was right, it was broken.
I tried it after you added some stuff. But i couldn't get it to work. I just lost interest and never reported it =/
If you had same conditions for start/end it would work.
If you always start a connection on an object that fullfills condition1, then it would work (Just ignore that the menu item also appears on condition2 objects..)
So the conditions are different for connections than for https://community.bistudio.com/wiki/Eden_Editor:_Entity_Context_Menu#Conditions
Yes
connections has their own set
And tomorrow also these
condition1 = "script1";
condition2 = "script2";
conditionScript1 = "_this isKindOf 'Land_TableBig_01_F'";
conditionScript2 = "_this isKindOf 'Land_TableBig_01_F'";
scripts run in missionNamespace, which I think is fine in Eden? Or should it be UI?
That's fine
But I think UI is more logical, also for the context menu. Because its UI after all..
I don't know if there are any other examples like this in Eden code, besides eventhandlers
where does menustrip code run?
I'll check that tomorrow 😄
I can check in a sec
missionNamespace
action = "systemChat str (currentNamespace isEqualTo missionNamespace)"; //true
At least our inconsistency is consistent
If both engine conditions and sqf conditions are defined which one takes over?
it doesn't work like that
condition1 = "marker + script1";
its like this. They can be combined
script just fills a simple expression variable
The custom connection's "expression" doesn't fire at mission start :sad:
Modules "registeredToWorld3DEN" is not triggered when the module is first registered, when its spawned.
Module "init" doesn't fire when restarting the mission, with the pause menu restart button.
Oh! The connection does fire. But if I use systemChat I cannot see it.
And diag_log ['player', _this, _target] which should give me a trigger and a module.. gives me..
["player",any,any]
Well thanks for nothing :/
Does that code execute before the module/trigger are spawned??
AAAH
Yeah I shouldn't use your sample lol.
_entity0 and _entity1 are the variables.
How would I go about making buildings I placed in the editor show up on the players' map? I recall having a mod at some point that gave props an option to enable in their attributes that would have them appear as grey blocks, but I am unable to ascertain which mod it was. Any help is greatly appreciated!
One obvious way is placing markers manually
If you want an semi-automatic way, give us a bit. It's not anyways so hard
No worries. I actually was able to look back through some old modlists and found what I used to use. It's the O&T mod.
_entity0 is the start, _entity1 is the target, and _type is the "data" entry from config.
So magic vars in expression changed?
Always been that way
for custom connections
The conditions for context menu entries are incomplete.
Map is obvious "is map open"
"EditList" is always 0.. its currently not used, why is it there at all then (I'll delete it, no vanilla config is using it)
IsInternal is for internal builds, you'll never see that..
logic vs logic module, it just checks if it really is a module.
If the vehicleClass config entry, is "Modules"
markerArea == marker type != icon
object vehicle (transport vehicle, as opposed to static object or unit)
object flying (AGL height > 0)
CanFly = Airplane, heli, parachute, paraglide
ObjectAgent "is animal"
And I'll add "script1" I don't know if a script2 is needed. Would you want to differentiate for conditionShow and conditionEnable? Well it doesn't hurt much to add a second one
So both context menu and custom connections ar getting the script1/2?
yes
This is... awesome
I'm now adding that the conditions are not compiled, if the variable is not used inside the simple expression. But probably doesn't matter to document.
You just won't see syntax errors for your condition, if you don't use it
a mod just to place markers : really hmmmm
I can update the wiki tomorrow
I can send you the PBO if you'd like to place a marker for every wall, building, and fence I placed in the mission 🙂. The mod saves a lot of time, and makes the players' map look nice for when they're making plans.
I'm not sure how to handle context menu conditions for multiple selected items.
The connection one, just filters out unsupported items, and only does the action with the remaining ones.
But that doesn't applyy to context menu, what to do when only half the items support it..
I think I will let it go through, if any item supports it. Then your expression needs to do filtering when the item is actually triggered
I thought that's how it has always been. But I don't remember.
Btw. Can you check what value = 0 does for context menu items.
I use it as workaround to show an item in the upper most level. But I am not sure that's supposed to be this way.
ummm no its ok m8: i just script place markers: i find mods to make the game go to slow and gloggy like: if you know what i mean 🙂
this is how easy it is to script a marker
private _MarkerLZ = createMarkerLocal ["LZ", SAA_mapPosition];
_MarkerLZ setMarkerTypeLocal "mil_dot";
_MarkerLZ setMarkerColorLocal "ColorBlue";
_MarkerLZ setMarkerTextLocal "LZ";
_MarkerLZ setMarkerSize [0.5, 0.5];
i use this to create a marker named LZ for where i click on the map: for my chopper command landing position
That's pretty cool, ngl. I just don't have as much time as I'd like to learn scripting. 😢
That.. is a brain twister.
It is flags, of the item type.. and it must match the. uh. selection flags
Object = 1, AIItem = 2, Syncable = 4, Empty = 8, Trigger = 16, Marker = 32, Waypoint = 64, Logic = 128,
This.. looks like its a condition, whether to show the item or not
And itz contains both the flags for under cursor and selected items...
A value of 0... I would think, hides it.. This code is so hard to read
Ah no okey.. uh
Interesting
the value, is what you "want"
For example 128 for logics.
It them combines it with what it has
if ((wanted & current) != wanted) then hide item
So if current is Trigger, the and will remove the bitflag for logic, it will be != wanted, it will hide it.
if wanted is 0, then the & will not remove any bits, so it will always equal wanted, so it won't hide it.
I see. That's why I see it then
value = 128 << 8 | 64 (A logic, under the mouse cursor, A waypoint currently selected)
It will only show, if you selected a waypoint, and right-click on a logic. I think..
Huh. The simple expressions, only apply to... the menu itself, not individual sub-items?
But maybe there is some recursion I'm not seeing
Oh gawd 
The simple expression values are filled once, and then the values are passed to all expressions in the whole menu tree.
Which means, my script thing doesn't work because it only runs the top-level script once, instead of running the ones from the individual items..
Its twisting my brain
If I see it right, the "value" thing, also only applies to root items. Not sub items
So you'd probably just want value=0, and use script then if you want to filter.
Although, script cannot differentiate between "under cursor" or "selected"
.. mh.. It could though.
Under cursor is fired first. And then forEach through selected items.
But, selected items stop as soon as the value is true, they are or combined with lazy eval.
if under cursor is true, selected items don't run the condition
😖
I think it'll be fine in the end
Shouldn't the script1 and 2 be enough to cover all cases now?
I can check if I hover over something and I can check what's selected and so on
You just need to consider that your expression, can also trigger while some of the selected items may not fulfill the condition.
In theory, the engine conditions are irrelevant now.
Oh 🤔
Yeah, you could check all selected items in the condition
Also need to keep that in mind 😄
The input entity might be any type
I love that the error is pointing to the config.
I can add more arguments to the conditions.
Maybe _thisType would be useful to tell you what type the entity that's being passed, is. But I don't think we have precedent for that, and I think there isn't just an enum for eden entity type?
https://community.bistudio.com/wiki/get3DENSelected Well we have entity type as string here 🤔
Actually I can use that yeah
Performance doesn't matter much here I'd think, so one extra variable won't kill us.
_thisType for menu item and custom connections conditions (not their expression)
Crap. Custom connection expressions are in-game, we don't have eden types anymore 😄
They can only be object or group..
Uh, markers? 
In-game doesn't matter really. At that point we already know it's been connected to a valid type so no unexpected type can occur.
custom connections on markers never worked.. also fixed.
I keep stepping from one tar filled pot into the next
ok all done.. I think.
Recap
Menu item, missing variables #arma3_editor message + script1/script2
Menu item conditionScript1/2, only parsed if its used in the simple expression condition. They are executed for item under cursor and every selected item, iterating through all until a true is found (lazy eval). So if any of those is true, the script1/2 will be true.
customConnection expression parameters #arma3_editor message
customConnection condition variables #arma3_editor message
customConnection conditionScript parameters _this (the entity) and _thisType #arma3_editor message (Note the condition fires for every selected object, and it is also quite spammy so performance matters)
I think that's all 🤔
So next, the weird gap in the menu between submenu's?
Your shortcuts thing.
Default sorting the load mission display, to show the last saved mission first
You have more 3DEN things while I'm in there?
Hmm.
Wildcards for eden asset and entity browser
E.g. *ammobox shows all ammoboxes no matter their prefix
Gernerally more control over what's shown in the assets tree view. The filling is handled by the engine and it would be neat to have a way to hide things etc. @small patrol didn't you do something like this?
And the ultimate Endboss.
Show/hide attributes based on a scripted condition.
E.g. I could create attributes for certain class names without modifying the cfgvehicle class.
Or users can hide attributes based on a custom eden preference setting that they don't need.
Oh and have I mentioned customizable shortcuts yet.😁
context menu shortcuts.
Shortcut functionality is only in menu strip, not in context menu. But copying over is easy.
Context menu, specifically has code to not load shortcuts, and zero them out. But, the code only applies to top-level. That's why the sub-level cut/paste shortcuts still show, even though they don't work because there are no shortcuts for context menu 😄
Oh...
That's so confusing. All the time I wasted figuring out what's wrong.
So the copy paste shortcuts are just global and have no connection to the context menu
I fixed that, shortcuts work now but..
I'm a bit worried that now when you CTRL+V, that both the context menu shortcut AND the main editor shortcut could fire at the same time?
Though.. that does not seem to be the case, it seems to be fine and only triggering one. But, still worried
It looks like the copy/paste shortcuts, which trigger the "PasteItems" operation, get detected as "Unknown" operation, thus it doesn't do anything.
Because the context menu, triggers a MainDisplay operation, where PasteItems doesn't exist. PasteItems is a editor manager operation.
The MainDisplays keyboard manager, hardcodes those keys, to then tell the backend manager to run the cut/paste and such.
Ah nevermind. Half of that is wrong 
PasteItems does go through
If the context menu's shortcut handler, captures the key. The main display does not receive the keypress.
So if CTRL+V is caught by context menu, the display doesn't see it and doesn't trigger its own paste.
Another tar pot. This "key is handled" is per key.
CTRL+V is hardcoded in the display code to paste.
But the context menu shortcut is not hardcoded, you can edit that in config.
If you set the shortcut to CTRL+H, then both that and CTRL+V will paste
As long as you don't make conflicting shortcuts, its probably fine 😄
It seems to work fine.
If I bind CTRL+K, it triggers the context menu one, and not the menu strip. If I close context menu, the menu strip one is triggered. It seems to be fine.
Speaking of tar pits.
Did you know..
The sorting arrows in the open mission menu are inverted?
Isn't that handled by bis fnc initListBoxSorting?
It would be wrong for my uis then as well 🤔
The icons yes
Both of those things are script changes 😢 Script changes are so much effort and I need to wait till next week :/
I don't understand.
It already is only a "contains" check.
So it already is *ammobox* by default
I need to check when I am at home. I had an example with some spearhead ammoboxes
Gernerally speaking. Are other wildcards possible?
need more info about how
Would it be sufficient to have a post-fill eventhandler, where you can then delete items you don't want?
Assuming you can delete from the tree with script?
You can delete but the engine refills the list iirc.
Also need to check when I am at home.
https://feedback.bistudio.com/T178426
Is this doable?
https://feedback.bistudio.com/T171218
And here is the wildcard ticket.
I need some concrete example to tell.
I don't know what you have in mind.
Something like Land_*Table ? ugh what a pain, technically sure.
Eden has a custom search implementation. We can stuff things in there without influencing other tree filterings
This exactly.
Hide in UI, easy (probably).
Also remove/hide from script and effects, uh no.
Was does script and effects mean?
get3DENAttributes returning it
the attribute script running at mission start, even when its "hidden"
Hmm I think one can handle that easily by just checking in the attribute expressions if the attribute is hidden via a setting.
Really depends on how much work it is to hide it in ui
I assume UI filling is done in one place, iterating over the attributes.
So doing a condition check there should be easy
Famous last words😅
do3DENAction is missing some operations in docs.
HideLayer, DisableLayer, ShowLayer, MakeNewLayer. Probably more.
😮
We can use CTRL + G to show/hide vegetation in Eden Editor but there is no scripting equivalent.
How the hell does that work lol.
Searched all code for G keys, only found a diag binary cheat for hiding grass
It a menu bar entry
class ToggleVegetation
{
text = $STR_3DEN_Display3DEN_MenuBar_ToggleVegetation_text;
data = "ToggleVegetation";
type = "CheckBox";
default = false;
shortcuts[] = {INPUT_CTRL_OFFSET + DIK_G};
};
Its in config
All the data entries from the menu bar items, should also be available in do3DENAction
There's a separate request to make that work in-game tho. But I don't wanna
Tell me about this gap here.
Do you think it has any purpose?
NONE AT ALL
These are all the operations for do3DENAction
I want to add more to it.
I want to also be able to do the mouse drag actions.
AttachDetachOperation, MoveItemsOperation.. there's so many of these
All these things that are on your mouses cursor, like when you drag a unit onto something else or whatever
What's wrong with that gap? I thought this is by design
doesn't it also "drop" the mouse if you stay over the gap for too long?
like closes the sub-menu or something
Now he's getting crazy
I believed it's a separator, but looking at it now I'm not sure anymore – maybe to highlight that there is an option up there?
Every menu, also menu strip has this gap at the bottom
I'll just put a border around it like windows has
Please don't tell him about the stray separator in the menu strip mission menu
The heck is this
ye that one bothered me a bit too
Me too
I guess it somewhat makes sense.
You can only append to the array.
So this would separate the vanilla actions, from ones appended by mods. If there were any mods
Oh, did you know menu items can have multiple shortcuts but only the first one works?
Why would anyone want multiple shortcuts. I reject that idea
Why does it show them then?
Also code says only the first one is read from config
Yes but I think some entries have multiple defined.
That drove me crazy when parsing them.
But they shouldn't show in UI. There is only one shortcut value
I won't bother to clean up the config for that 😄
It was the other way around then. You can define multiple but they don't show.
Anyway, it's just eden editor things.
The menu strip also has icons to indicate if an option is toggleable. How is that handled in eden editor?
It's a nice touch but annoying to handle via script
I saw something about checkbox being toggled in there, you mean that?
I think so
We have like.. 3 context menu rendering implementations 
ContextMenu, does have a border all around with border color (I have no idea where that appears..)
Structured menu has its own rendering for Submenu's, but even the root menu is a Submenu.
The sstructured menu adds border to its total height (which it uses for background render). But never renders any border.
Also there is a check for, if the menu has 0 items inside it, but has a submenu... which could only be added by an item.. so thats.. not possible? Wha
It checks if the number of items is less than or equal to zero.
How can number of items ever be negative this doesn't make any sense 😠
I found the border rendering code.
The border is drawn around all 4 edges.
But.. the top left edges are just not visible?
About the gap.
So there is "Horizonatal spacing" called _hSpacing
And "Vertical spacing" called _v.. uh.. I mean.. _wSpacing.
To find the X offset of the subMenu, so the.. horizontal offset. We add.. _wSpacing, so.. we add the vertical spacing, on the horizontal axis..... uh..
🤣
spacingH and spacingW. I assume they mean Height and Width.
So H is vertical, and W is horizontal.
But the comments in code say the opposite.
MenuStrip uses SpacingH and SpacingW onto its submenu's. Correctly.
ContextMenu.. is missing the SpacingH. Note the menu strip and context menu, have the same spacings in the screenshots
Fix the missing spacingH, make spacingW be -0.01 and tadaa
The border code for MenuStrip and ContextMenu.
is almost a copy paste.. almost.. barely..
MenuStrip, rounds the coordinate to the pixel. ContextMenu doesn't round, so two of its edges clip outside of the rectangle and the borders aren't visible. Womp womp.
Why is this code even duplicated. The rendering of them is 95% the same 
Ah indeed. The draw line function has a width parameter.
And the parameter is... unused and does nothing. Of course. Sure.
The white border, is not white its dark gray.. 
Split the bottom border into half and do it top and bottom.
Das this not look much more professional?
This looks misaligned, and the gray border looks weird, and out of place. It looks better/cleaner with no border, and the gap.
That looks a little better to me.
Also the width, what is that empty space there 🤔
🤦♂️
If a "submenu arrow" is configured, for when it has sub items. It adds the width of the arrow.
But, it also does that when none of the items have a sub menu.
Finally done? maybe 🤔
The vertical text centering is also weird.
3 pixel gap on top. 7 pixel gap on bottom
Yeah, that needs centering
I don't know how to do that.
There is vertical adjustment code if the fontsize doesn't perfectly match. If I flip that from add to subtract, its exactly perfect, but all other texts are too far down then 😄
Hardcoding a +2 pixel does work.. but only at this font size. And thats stupid
Too bad
More for wiki. Structured menu (and menu strip, but only for sub-sub items. Not for the root first menu that opens)
Config entries
// Vertical offset of submenu relative to top of the item that is opening it
float submenuYOffset;
// Horizontal offset. relative to depends on where menu opens. relative to parent item right, when opening to right, or relative to left and inverted, when opening to left
float submenuXOffset;
For the above they are
submenuYOffset = -0.0015;
submenuXOffset = -0.01;
Borders for menuStrip are annoying. Because they also apply to the root item, so inside the menu bar. ugh.
And the sub menu's use the same config. So border only in sub-menu's but not in the root, nope.
I can give menuStrip its own config so it can have separate borders for sub. But.. next week if I remember.
And the wildcard search, and the attribute hiding. And I think that was all
This list seems to also not be complete? On the wiki we have CreateAndChangeComment
custom connections, trying to connect multiple is super annoying, you constantly have to go back and right-click the source to start a new connection.
If only you could hold shift, to connect multiple targets
speaking of connections, would be nice to have an arrow indicating the "direction" of the connection, rather than having to hover over to determine that
(assuming there's a difference in which way you connect, i know it doesn't seem to matter for something like connecting a module with a trigger, at least not that i recall, but might matter for others)
Direction matters for scripted ones yes. I think trigger sync just registers on both ends.
Annoying thing about editor modules, I need to run their script on postInit (ACE/CBA). But their script gets called at preInit. I just add a stupid spawn and sleep now..
I guess I could just add a postInit eventhandler from the module init, and let it do the rest.
i see
Is there anyone that is very familiar with the editor that wants to help us make a complex and long custom scenario?
well, in this channel we can help with questions you have, however if you want to recruit someone (for free) to do it for you see #creators_recruiting 🙂
Thanks!
with a codeblock I end up with an empty init field, bummer
i'll test this more and see hmmm
I have a general inquiry for any mission/template builders. How do you guys make your lights? I often use a lightpoint through a gamelogic (to mimic the actual building lights for instance) init but I'm curious what other solutions ppl thought of and are willing to share.
Did you check if your UI's have the issue too?
I'll change the script function now. Stop me if I shouldn't 😄
Which.. is correctly wrong. Ok good
Also the context menu style change was approved 🥳
Hah.
private _display = uinamespace getvariable ["display3DENSave_display",displaynull];
if !(isnull _display) then { //--- Init sorting control panel
if (isnull (_display displayctrl 200)) then {
private _ctrlFilter = _display displayctrl IDC_DISPLAY3DENSAVE_FILTER;
private _ctrlFiles = _display displayctrl IDC_DISPLAY3DENSAVE_FILES;
[_ctrlFilter,_ctrlFiles] call bis_fnc_initListNBoxSorting;
};
//--- Select filter item to refresh the list (behavior handled by BIS_fnc_initListNBoxSorting)
(finddisplay IDD_DISPLAY3DENSAVE displayctrl IDC_DISPLAY3DENSAVE_FILTER) lbsetcursel 0;
};
This is the code that decides which filter is active by default.
But, it doesn't work. finddisplay IDD_DISPLAY3DENSAVE returns displayNull.
But the display we want, is already in _display..
This is the code that decides which filter is active by default.
Nah that's wrong. It literally just does a refresh.
On first call it always fails because the display is null, but the init function already does the first refresh.
More comments needed
Btw the save/load display stores what sorting you last used. So when you re-open it, it still has the one from last time.
but it stores it in uiNamespace. Two line code change and your default sorting would persist across game restarts.
Is there a way I can set up a trigger to have an AI with an RPG target a specific (un-crewed) vehicle and blow it up? The intent is to be a precursor to an enemy assault
You cannot do it with just a trigger, you have to use #arma3_scripting to do it with a script inside the trigger.
https://community.bistudio.com/wiki/fireAtTarget works for vehicles. Unclear if it would work for a AI foot soldier.
There is also https://community.bistudio.com/wiki/doFire
The problem is setting which weapon it should fire.
fireAtTarget has optional parameter, but I don't know if it works on a unit. doFire doesn't have it, but maybe you can just remove all weapons except the RPG.
You can use currentMuzzle to find the name
I think it does work for units, IIRC.
I'll have to mess with it and see if it works. Worst case scenario I can just manually det while everyone is inside and say "oh no, they used IEDs"
A wiki example for "fireAtTarget" to "fire rpg at vehicle" might be useful
why
Ever watch Warfare?
All wiki examples are for vehicles. Parameters also say vehicle. But the description says it forces a unit to fire.
So what now vehicle or unit?
Is a bit confusing.
Scrolling down to the comments does solve it though, it really only does vehicle.
doFire/commandFire do infantry units, but you can't tell them which weapon to use.
also fireAtTarget is literally "AtTarget" but, according to comment it will NOT aim at the target, which I would totally expect from that name.
"Shoot at something specific" I think is a common use case.
But the many "fire" wiki pages all don't really help that
I think having one command that works would solve all our problems 😁
Indeed.
do3DENAction does both, Eden backend operations, and Eden UI operations.
It first tries UI, then backend.
UI list is (The other list above was backend)
another fire command 
or fix one of them all 🤣
Awesome.
You know what? I just realized I can have the trigger run a script that just blows up the vehicles as though IEDs were planted by setting their damage to 1. Less complex, but also less immersive.
I dont know what else to do..
I have 4 enemies in a group, in the composition (AI Features) have I checked these three :
-Move
-Cover
-Path
also added the following to the compositions init:
this setVariable["dmpCacheExclude",true,true];
{ _x disableAI "PATH"; } forEach (units this);
I want them to stay on there place when the mission starts, but no, they are just wandering around like its a god damn field trip.
Help me guys, this is killing me haha
why don't you uncheck "path" in the attributes of each soldier ?
(and delete/undo everything else)
@ R3vo
For attribute conditions.
Attributes already have condition simple expression.
Its the exact same thing here, with adding the script to it right?
condition already hides it in the UI exactly like you would want.
condition false means
When changing attribute OnEntityAttributeChanged is not triggered, and the changed attribute is not stored. Meaning its always at default value, meaning expression will not fire at scenario start?
.. .uh.. ehh.. uh.. The value.. eh.. Mh. I think it still shows in UI..
But wiki says "Condition for attribute to appear" which.. uh.
The upper one should be fine imo, lower's too much yeah
(one idea is also to have the arrow appear at the center of the line for better visibility)
We already have this arrow code, I don't want to write new rendering code (And also for 2D view)
The first one is the waypoint arrow size. But its a bit annoying when its hidden behind markers
fair - tbh seems fine enough then; still much better than having to hover over each connection if you have many, at least you'll be able to tell at a glance that the tip is thicker and is clearly the target
half way inbetween. Good enough.
The pixely line still doesn't fit to the rest of Edens nice icons, but so is the waypoint arrow so whatever 😄
Only custom connections, not normal ones like group/sync. Because they aren't "directed" anyway.
Please always ping me!
Yes, a "scriptedCondition" simple expression would work. It's basically the same as for the context menu.
Sometimes I refuse to ping.
But have you ever tried the existing condition simple expression. I don't think it works like you expect.
I couldn't find anything that would prevent the attribute from showing up in the attributes menu
Mh. I've missing something then.
I'll actually test it tomorrow 😄
Also for the wildcard search, I'll probably implement it with regex (auto translate wildcard to regex).
And then also give you the ability to provide a raw regex string because why not 
yay
For example, this only shows in the Attributes UI if any of the selected entities is a vehicle
Hey, I need some help. Does anyone know how to re-enable my keybinds in the eden editor?
I used to have Alt + E to enable simulation, but now it’s gone. Does anyone know how to get this shortcut back? It was really useful and saved me a lot of time for posing in Arma 3.
data editor?
eden sry
alt + e the shortcut to disabled simulation, which is an 3den Enhanced feature. Do you have that mod loaded?
back again, cant get the enemy AI to stay even tho I try everything...
What am I supposed to add to the group for them to keep standing and NOT leave their spot
I can see the enemy soldiers standing still in their trench, nodding their heads for a few seconds and then disperse as a bomb
https://community.bistudio.com/wiki/disableAI or the equivalent 3den Enhanced attributes are you friend here.
Disabling path usually works.
In an individual unit's init:
this disableAI "PATH";
In a group's composition init:
{_x disableAI "PATH";} forEach units this;
are you using AI mods?
Thanks for the tip! I’ll try it tomorrow and see if it works. Thanks already for the lead, I appreciate it.
Does anyone know if there is a way to stop AI from being able to buy vehicles when making a warlords scenario? Or even better a way to limit how many AI vehicles each team can have?
testing this on the latest perf exe and _thisType is returning ANY at the moment
Yeah.... I had lambs, totally forgotten that, removed it and will test now
@cunning token have you tried to use get3DENAttribute and typeName to get the type of the init attribute (set in the editor)?
Maybe it's only _type?
@graceful bramble nope, I haven't tried that, good idea
Amazing help guys! Thanks alot, the enemies are static now haha
Another question, is there a alternative to deformer? I think it's almost impossible to get it right and good
Not that I know, but as far as I know it works well enough.
nope 
So to test the attribute condition.
I put a attribute inside a module/logic condition = "objectBrain";
A module is obviously no brain. Wiki says only soldier and UAVPilot, which a module still isn't.
But the attribute still shows up in UI
I have never used conditions for modules or markers as there is no reason to do so.
They work for objects though
The simple expression isn't even executed when opening the menu
But for vehicles it is, right?
I don't have a vehicle attribbute handy
Maybe module attributes are handled completely differently, which would be annoying
knock knock
who's there?
A mirror
a mirror who?
You
Ah okey so I know how the "hiding attribute in UI" works.
It tries to get the current value of the attribute, which would return the default value.
But if the condition fails, it returns nil. And if it has no value to display its not shown in UI.
And yeah it works on objects, but not modules 🤔
Modules is a bug 🤣
It tries to find the attribute, but it only searches through the Cfg3DEN attributes.
Not through the per-object attributes inside the module class. Due to that it never finds the condition
The per-attribute search in the editable entities tree did consider the condition.
But the other two places forgot
condition = "script";
conditionScript = "diag_log [_this, _thisType]; true";
11:21:49 [L Bravo 2-2:1,any]
uh...
OHHHHHHHHHHH
_thisType != _thistype
oh.
The "conversation system" sets "randomValue" variable onto every Man type unit. But you can never read that 😄
Today I learned that Man units have predefined variables in their object namespace.
btw the "randomValue" is.. 5.
There they are 😄
11:35:50 [L Bravo 2-2:1,"Logic"]
✅
Oh that's where these are from
Its part of the KB system thing
KB_randomValue then😠
I would just remove it, they are hardcoded to 5 anyway.
But some legacy code burried in some... actually nothing can depend on randomValue because it was never accessible..
I wanted configOf/typeOf for display/control. But can only do typeOf :sad:
But we have typeOf for controls?
Where? typeOf is object only
or you mean support for controls/displays to typeOf?
yes. What else did you think
a command to get className of controls/displays 😄
That's the same thing tho?
I wanted to add something to editor pause menu.
There is Interrupt, InterruptMP, InterruptEditor, InterruptEditor2D, InterruptEditor3D ugh.
allDisplays has a display with idd 49.. but, all the interrupts have the same IDD 
So I wanted allDisplays apply {typeOf _x} , and that doesn't work
"number" lol what
1.26
But why, typeOf does exactly this and existed since ever. Why make another command 
Idk 🤣
Well I got what I wanted and I'll force everyone else to have it too
sweet
Next up
This nasty error popup for terrains that are not loaded
Why is there an empty "Eden" class in vanilla.
So many Why's today.
How to differentiate between wildcard and regex though.
I thought using slash
test*test wildcard (auto converted to regex internally)
/test.*test regex
But that's a bit ugly isn't it
Would anyone even use it.. mh
This is for eden search only right? Or are all tree views getting that support?
Only eden, only the right-side tree (I think..?)
nice
Its quite laggy now though. So gotta try multithreaded filtering
Krawam. Multithreaded searching.
Something else for search maybe? we now have plenty spare room
For when you net a tabbit I guess. I doubt anyone will use this
Debating whether I auto add .* at start and end of pattern, so its always a "contains", or if I let you do it.
I think for bare regex its probably fine to let the user deal with that part. Otherwise you can't do a "ends with a number"
Ooh I always wished I could do a multiple search like that. Maybe an option in 3den settings to auto add it?
class cup*table for simple wildcard search, will automatically converted to .*cup.*table.*
class /cup.*table.* for full regex search, just takes the bare string as case-insensitive regex.
/ is a bit obscure, but such is Arma
I could put it in the tooltip but that means translations and I need to come up with a way to phrase it 
That is fine imho
just treat spaces as wildcard+separator xD
The tooltip already doesn't even mention the "mod" prefix
yeah, probably because you are supposed to use the drop down for that
Search in the asset browser.
Use 'class ' prefix to search by class name (e.g., 'class B_Soldier')
Use 'mod ' prefix to search by mod name (e.g., 'mod kart')
Use '*' and '?' for wildcard matching (e.g., 'house*ruin')
Prefix by '/' to search with a Regular Expression (e.g., '/(Brick|Big).*House.*')
That's the best examples I can think of
It would be fancy to totally redo the search
instead of
"house ruin" returning things that contain "house ruin" return things that contain "house" AND "ruin"
And "mod:CUP house ruin" everything that contains "house" and "ruin" and is mod "CUP"
but that's too much now
Everything on my Eden todo list is now done
Did you look at https://feedback.bistudio.com/T191578
add3DENConnection and get3DENConnections are broken for connection type "Group"
Might just be me using it incorrectly.
No. I'll try
But I wonder how to differentiate between connection to group and connection to group leader. The positions are the same
https://feedback.bistudio.com/T193237 This ticket has to do with undo in eden editor and mentions you.
I remember some recent fixe in that regard?
I don't want to touch undo
Setting up a multiplayer mission and I will be Zeus. I set up the respawn position in Eden Editor and I will add positions as we play. I finally got that working. However, when I start the scenario, I start dead and have to respawn. I'm testing this without another players so I don't if that will occur with them. How can I make sure I enter the game alive (I want to have us all parachute in, but now I start dead while the AI players parachute in)
I think its description.ext entry "respawnOnStart"
My next plan for a Eden thing.
BIS_fnc_unitCapture runs in editor preview.
When exiting editor preview, it should place down a module or trigger with the script inside it that will run the captured data.
Problem, captured data is too huge to put into mission.sqm, it should always be in separate files.
But there is no script way, to write a file into the mission folder...
How stupid would it be to allow only Eden, to write a .txt file into the mission folder?
That would be awsome
Also please also way to get all files in a mission folder
Spearhead has a feature that requires a huge data file which needs to be manually created which is error prone.
addonFiles but some special prefix to say "current mission folder" ?
sure.
Uhh, I think I could then even have the mission.sqm backup feature work without extension
So many things to to do now and such little time 
yeah you can loadConfig.
But you can only backup inside the mission folder itself, which would bloat it
no subfolders?
yes subfolders, but its still inside the mission then
I won't let you go outside of mission folder
Well, yeah, my extension can do that. Though I am not sure how many ppl actually change the default path
I have my git mission backup thing that backups every save into a .git history.
Would be fancy to have UI in-game to revert a mission back.
So many things that could be done
Don't give me ideas 
Why didn't you put file write into 3DEN Enhanced yet?
I just went there with the expectation that you'll let me finish todays project before I need to implement engine stuff for it 😄
In 3den Enhanced itself I never had a good usecase for it outside of mission.sqm backup (which is just copy file)
Is there a way, to get the 3den entity ID, from an entity in preview?
Say I start preview, do something with a vehicle, and return to Eden.
I want to apply the things I did, onto the one in Eden.
get3DENEntityID doesn't work with a real entity in preview 🤔
I assume there is no way?
Maybe something like netId but I don't expect that to work either.
vehicleVarName works, if you had given it a var name before starting preview
It could be as simple as just automatically setting the entityID onto the vehicle in a variable, when its spawned for preview 🤔
Doing it with a variable is the only way afaik
Another thing for my todo list
Probably just hardcode add a "magic" variable onto every object. "3denEntityID" 
Obscure, but easy without an extra command.
I could make get3DENEntityID fetch the variable, for convenience
Yes, i don't think that's obscure at all.
https://cdn.discordapp.com/attachments/901484708964229121/1484274743782932630/arma3client_x64_profiling_220_153615_v59_2026-03-19_20-36-27.mp4?ex=69bda213&is=69bc5093&hm=2bb998f70d788f54e0a48d7ab62e56dbe7c96ce7ab459d08aad873dc4f6e1aca& Easy unit capture (HDR makes so many issues with screen recording ugh)
Neat
wheels are not turning, I want a refund
Its a bit annoying that do3DENAction has no arguments.
Is there any other action, that could use some arguments to be provided?
If I give ability to write a textfile into mission folder.. Do I need to give ability to delete it again? 
overwrite is probably good enough
File will be "generated_"+filename+".txt" so they are clearly separated.
I thought about not allowing overwrite, but now I realize I can't find a reason for it
So how do we provide the file name?
_par = createHashMap;
_par set ["name", "testfile"];
_par set ["folder", "subfolder"];
_par set ["content", "R3voing"];
do3DENAction ["CreateTextFile", _par];
nice.
bing
Oo this could be Zeus export to 3den as well, to a limited degree
Only from within 3den preview
One of my units mission makers asked me a couple days ago why his Zeus Enhanced composition, is not available in Eden.
You can within Zeus in Eden preview, store the stuff into uiNamespace. Catch it when preview end and spawn it in Eden, apply the attributes, save it as composition.
Thats how my unit recording thing does it, except the saving as compo part
I'm hoping ( 🥺 ) that R3vo will help me with documentation 🥺
addonFiles $mission special prefix. Works in Eden and Eden preview.
get3DENEntityID now also works on Object,Trigger,Group,Logic (not comment, layer, waypoint, marker) within Eden preview.
do3DENAction alt syntax with [String, Any]
"CreateTextFile" needs hashmap. name/content required, folder is optional.
name/folder can only contain A-z0-9_-. Also means only one folder, not multi deep folders.
name length max 64 characters. Folder length max 16 characters.
Name is force prefixed with "generated_" and suffixed with ".txt"
addonsFiles only works in Eden...
I think it also makes sense when playing a packed mission, also in MP?
But is that not already possible? getMissionPath to find the prefix, read __CUR_MP prefix? I'd think that should already work
Yes, I will document once they are on dev
No dev next week tho :sad:
I can't test it, so I can't document it 😛
Maybe a prof next week with them
addonFiles ["$mission", ".sqf"] This would return all sqf files?
Or is it literally how you wrote it addonFiles $mission
Yes. No
no dev next week? 
We have no QA so I assume no dev