#arma3_editor

1 messages · Page 26 of 1

gleaming flower
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one more question

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is there a way to control the camera better, especially for interiors and stuff

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it is hell trying to position small things, because the camera just goes at a million miles per hour

smoky river
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Closer to ground you are slower it goes. Scrolling also. Not sure if placebo but ctrl/shift modifiers work?

gleaming flower
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shift makes you faster

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ctrl doesnt do anything

gleaming flower
smoky river
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Then... gotta go fast

viral spruce
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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?

smoky river
#

You normally dont. But nobody is stopping you from building a wall

prisma oyster
#

and CSAT will pay for it

smoky river
#

And server performance

olive pasture
smoky river
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But then ai will escape

scarlet crystal
modern trout
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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!

smoky river
#

also do you use description.ext? as it can overwrite eden settings

prisma oyster
#

also, note that MP-like respawn does not work in default Eden, you have to start a MP preview

smoky river
#

Also question of my own,
is there a native way to have animal as playable unit?

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i want to have someone play as a dog

spark cedar
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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

smoky river
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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

scarlet crystal
#

in that case nope

smoky river
#

Right... dynamic it is

modern trout
ashen marsh
#

Use marker, not module.

prisma oyster
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use screenshot, too, not mobile photo 😄

light briar
#

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?

smoky river
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thisTrigger setVariable ["muhList", thisList]; and recall it in on deactivation?

light briar
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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)

smoky river
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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?

light briar
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sure. Something that was removed from the list.

smoky river
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For present, that would always have to return empty array, and that would be kinda pointless

light briar
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indeed if it is not implemented.

modern trout
high token
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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

smoky river
high token
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i dont think there is that

smoky river
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Gotta catch them all eh? Also at least 3 screenshots are the same

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Are you trying to edit unit loadout and then play in multiplayer with spawn screen?

high token
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no

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im trying like im in zeus editor singleplayer and when i click play chrt it changes loadout to drfualt

smoky river
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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?

high token
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this is what pops out before i start game and changes loadout

smoky river
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That error should change loadout back.
Then only reason why it does that, is some mod you have

high token
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i don't know what mod tho

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it keeps doing that

smoky river
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Me neither, its on you to figure that one out

high token
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u have any suggestions how?

smoky river
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remove some mods and try then?

high token
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okay

gleaming flower
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does anyoen know if there's a way to force an object to load at any distance?

prisma oyster
gleaming flower
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for example, if i want a massive monolith visible at all times, is there a way to force load it, ignoring render distance?

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oh!

prisma oyster
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wait, wrong name 😄

gleaming flower
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setFeatureType?

prisma oyster
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yup

gleaming flower
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so itd be

prisma oyster
gleaming flower
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variablename setFeatureType 2;

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and that'd make it visible at terrain distance

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or

prisma oyster
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ye

gleaming flower
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Awesome! Let me try it.

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pah, doesn't work for what i wanted it for, but

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it's still useful to know for other things

gleaming flower
brittle dune
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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?

scarlet crystal
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Turn on simulation again?

mild swan
#

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.

plain gale
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That's pretty difficult. AI is quite bad at that.

eternal lava
fleet thorn
#

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?

scarlet crystal
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What masks

fleet thorn
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like balaclavas and glasses and stuff like that

scarlet crystal
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And you want to model new ones, or do retextures of existing ones?

fleet thorn
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well i would like to make a few masks (or all) of the COD Ghosts masks

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as u can see from my pfp

scarlet crystal
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This does not really answer my question

fleet thorn
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so new models id assume

scarlet crystal
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Ok

fleet thorn
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that was fast

scarlet crystal
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And use #arma3_model for any questions as people tend to stick to specific channels and this one is editor related

scarlet crystal
fleet thorn
spark cedar
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isn't recreating COD assets will violate ip ?

prisma oyster
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re-creating close by guesstimation, no, ripping, yes

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(afaik)

cosmic condor
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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.

spark cedar
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when a player enters a trigger, it fires something, like "yourvariable = true;", simply make the other trigger fires "yourvariable = false;"

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with the right conditions, ofc

cosmic condor
# spark cedar 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.

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When both are connected, it is activating on the trigger I have "Beam = false;" and doing nothing on the "Beam = true;" trigger.

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Module variable is named Beam

spark cedar
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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

mystic musk
#

Can I edit a vehicle’s properties in the Eden Editor using code?
Speed, acceleration, torque, etc

spark cedar
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you can place code in their init

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not everything is supported tho, some lines belong in the config file

dawn lotus
granite willow
#

At least you can lower max spead for sure

rotund blade
granite willow
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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;
};
};

rotund blade
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also the sleep diag_deltaTime there is completely unnecessary

final hill
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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

prisma oyster
final hill
prisma oyster
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invert the conditions if that

final hill
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yeah i was initially trying to do that, i wanted to understand how the trigger condition worked in regards to detection

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ty

nimble fox
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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?

plain gale
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disableAI command is your friend.

smoky river
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this disableAi "PATH"; into ais init field

nimble fox
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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)?

gaunt wigeon
#

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?

kind prism
eager rapids
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trying to make screenshots i the editor but cant remove this from my screen

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and also change FOV

small patrol
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Unload whichever "KAT"

lethal pulsar
rotund stump
#

how do i change the ammunition type in ground vehicles?

polar pawn
#

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;

small patrol
#

certain heavily-customized vehicles
What kind of?

slow jewel
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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 🙂

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no Zeus no mods and no DLC 🙂

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theres lots of vanilla missions you can take-a-part and see how they did things to learn this

polar pawn
slow jewel
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@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

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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";

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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

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but diff "names" 🙂

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IIRC 🙂

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yeah i think im right unless you have ACE or stuff like that

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i dont know about ACE or any thing like that

nimble fox
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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?

plain gale
#
  1. Probably some mod issue
  2. Waypoint attribute or group attribute
little bobcat
# nimble fox Yo, I'm back with my questions, folks! First question: some units in Eden edito...

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.

cunning epoch
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By any chance does anyone know how to remove the script/debug errors when launching a mission in SP from the Editor?

smoky river
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Fix script errors and they should go away

cunning epoch
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So there's no way to just turn it off?

scarlet crystal
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No

cunning epoch
#

Thanks

spark cedar
final hill
#

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

turbid olive
final hill
turbid olive
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with my little knowledge, I always think that those 3den placed objects are server objects

final hill
#

I always thought task state modules were good to work in any environment

turbid olive
spark cedar
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I'm no expert, but don't you have to tick the "server only" checkbox in the trigger ?

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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

gentle mason
#

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.

prisma oyster
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pop a tank on them :^)

fresh oracle
slow jewel
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Sticky joe: did u mean to send this to me in mentions ?

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i guess you did not mean too 🙂

fresh oracle
slow jewel
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for some reason the last thing was in my mentions

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i don't know why

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its ok tho NM

tight ledge
#

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?

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vics init:
this addWeaponTurret ["rhs_weap_TOW_Launcher_static",[0]];
this addMagazineTurret ["rhs_mag_TOW2a",[0]];

prisma oyster
#

all this is fine
where is this code coming from?

tight ledge
#

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

prisma oyster
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it's not a BIS_fnc_attachToRelative error, so… it's something else
given _m_pos and _target_pos, I would say mod script

tight ledge
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Interesting, i got it to work, thanks for the info

crimson lake
#

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

prisma oyster
crimson lake
grand cypress
#

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.

hollow osprey
grand cypress
hollow osprey
grand cypress
scarlet crystal
#

Livonia assets are available without it though. Some are not in eden editor but you can spawn them or use mods that do this.

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O&T Expansion Eden for example.

fresh oracle
grand cypress
grand cypress
grand cypress
fresh oracle
# grand cypress 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.

grand cypress
scarlet crystal
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iirc most stuff in contact dlc campaign is considered experimental hence its missing in the base game

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it took people years to figure out how to script the radio frequency detector thing.

fresh oracle
grand cypress
jovial ingot
#

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)

grand cypress
#

I'm not familiar with modules, but in Arma language drone probably is a vehicle.

prisma oyster
#

a drone is a vehicle driven by invisible AI(s) 😬

half spear
#

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. 🙂

silent temple
#

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?

primal wave
#

====
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?

plain gale
#

I think 16by9 PNG or jpg

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The x^2 rule doesn't apply there.

plain gale
#

Tldr...16:9 should be fine..steam handles the scaling

primal wave
#

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.

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Thank you very much for the link!

silent temple
plain gale
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Interesting. Guess that's an issue with publishing from Eden editor.

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You could also upload the thumbnail after publishing directly in the workshop.

thorny flame
#

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...

grand cypress
#

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.

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Doesnt work even with Eden Enchanced when ticking the right trait... seems like its bugged.

prisma oyster
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you need to have the mine spotted, try pressing T to "report" it perhaps?

grand cypress
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With vanilla mine specialist you dont need to do anything and the disarm option appears.

prisma oyster
#

mod interference maybe then

#

check with getAllUnitTraits if that unit still has the trait in runtime

grand cypress
#

Yeah probably. I tried using delayed script to add the trait but no avail... not a dealbreaker just thougt I missed something

small patrol
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Unless you load ACE

grand cypress
#

Yeah, I dont like ACE so I dont use it.

queen vapor
#

There is no native way to "save to sqf"

#

You might want to look into compositions?

jovial ingot
prisma oyster
#

if this one does not work, there is not another (vanilla) one so scripting it is

grand cypress
dawn lotus
robust nacelle
#

Why do people keep asking this D:

queen vapor
#

I hope ease of ai spawning in HC

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Otherwise misguided ideas about performance

split dock
#

stupid idea but from using mods, is it possible to even run ur missions in multiplayer?

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i have an operation ive been trying to see work

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ive been trying to make an operation thats supposed to take place around 2027 and at least make SOME lore off of Altis 😭

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nvm i figured it out lol

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i should be able to get this operation done

gaunt wigeon
#

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.

slow jewel
#

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 🙂

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Ai can get stuck on houses that are hidden and can get stuck in rocks and other places too

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sometimes they do the turn-a-round thing where they just spin around and around 🙂

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i just try to Avoid them areas where Ai get stupid

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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

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they just said no can do lol 🙂

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so on places like that i just teleport them to the chopper 🙂

jovial ingot
#

Is there a mod you can suggest that makes the ai use drones against me and my mates?

slow jewel
#

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

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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

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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

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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

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but thats just me: 🙂

distant briar
#

most of your comments arent relevant or helpful and replying to everything just stops others from giving real answers..

slow jewel
#

why does it stop you just do what you need to do m8

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you can reply as well

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and what do you mean arent relevant or helpful: i beg to differ m8

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iv been playing thais game a long time: i do know whats up m8: on most things

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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

simple harbor
#

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];

small patrol
#

Make sure is is not blocked by any obstacles, including myBomb

simple harbor
#

I have it set as an invisible helipad indoors, should i move it?

slow jewel
#

(getPosATL myBomb);

small patrol
#

At least you can try somewhere very empty

slow jewel
#

why not just use housePos insted of a invisible helipad

simple harbor
slow jewel
#

you bet m8 my pleasure

crystal minnow
#

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?

real glade
#

the 2D editor isn't an editor 3DEN is

rotund blade
#

If anything making one for frequent things you use in missions is easier than applying them for each mission independently

spark cedar
#

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

simple harbor
#

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

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any idea on how to fix it or just hope?

rotund blade
#

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

slow jewel
# rotund blade Just out of curiosity - whats with the aversion to mods?

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:

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and lately more so then before 🙂

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i had all the Arma games starting from OFP of course 🙂

copper siren
#

How do you make ai hold a positon but instead of jsut disabling their pathing they can only move in a 5 meter radius

crystal minnow
#

Yeah i know eden is a 3d editor I was just wondering if it was worth testing the RC release of it

hearty anvil
#

Testing? ABSOLUTELY.

slow jewel
#

@copper siren are they spawned in enemy or do you just place them on the map

crystal minnow
#

Snap okay I'll download it now 1.3GB shouldn't take long to download 😛

jovial ingot
#

how do I fix so my player unit is respawning with the loadout I had when I died?

slow jewel
#

well there is many ways to do this

jovial ingot
#

ok, do you want to share the easiest way? gonna have a LAN today and dont have the time to learn some haxorskilz

slow jewel
#

oh if its SP then its diff

#

i can send you a mission with this all set up if you like

jovial ingot
jovial ingot
slow jewel
#

yes LAN is SP but you can play LAN MP also

#

ok i'll send you my 1st mission i ever made ok m8

jovial ingot
slow jewel
#

do you know where to put the mission so you can play it in SP

jovial ingot
#

is it in this "C:\Users\xxx\Documents\Arma 3 - Other Profiles\xxx\mpmissions\UKR.swu_public_novogorsk_map ?

slow jewel
#

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

hearty anvil
#

Lol don't forget that there's the Game Updater utility in Arma 3 Tools 😉

spark furnace
#

does anyone know why despite placing a high command "commander" module I don't get high command?

scarlet crystal
#

Did you read the wiki article

cursive echo
#

where can I report and ask for fixes for issues for one of the games in this discord?

scarlet crystal
#

Which games

cursive echo
scarlet crystal
copper siren
#

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

odd yarrow
#

Best maps for plane combat?

#

Including mods of course

feral hornet
#

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

spark furnace
#

arma community not be insufferable challenge: impossible

spark furnace
fresh oracle
spark furnace
spark furnace
#

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

fresh oracle
spark furnace
#

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

scarlet crystal
#

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.

slow jewel
#

i never see anyone talking down people: that's not allowed anywhere in Discord

tacit current
#

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?

plain gale
#

You have to make a mod and add them to cfgMarkers class.

#

Check out the vanilla marker textures to see how they are made.

steady arrow
#

Does 3DEN have the option to export to Terrain Builder?

queen vapor
#

Yes

steady arrow
#

Nice.....

pseudo cargo
#

so err..any chance BI can put that funky widget in to buldozer too? pretty please 😃

hearty anvil
steady arrow
#

Sweet! 😃

onyx scarab
#

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?

prisma oyster
#

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

fresh oracle
onyx scarab
#

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.

dawn lotus
shadow fractal
#

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.

rotund blade
#

Just make aure to tick respawn on custom position and give it a small delay

upbeat rose
#

what exporting to TB, seriously?

queen vapor
#

...yes?

upbeat rose
#

sad thing is i have completley missed that in the editor. wtf

jovial ingot
#

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

spark cedar
#

spawn the drone and spawn an AI inside

#

a drone is basically a vehicle, you need to put someone inside

jovial ingot
#

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

spark cedar
jovial ingot
gentle pulsar
#

How do I change the side a vehicle is on? For example an AA turret.

small patrol
#

Put whichever side's crew in it

frank turtle
#

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

prisma oyster
#

it most likely works with entity's origin (0 0 0 pos), not "a part of" that entity

gentle pulsar
#

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

gentle pulsar
#

yay, it works

kind prism
#

Yes, BattleBus / shitty technicals are great. You can also attach stuff to move with parts like the barrel or turret.

gentle pulsar
#

not sure if its part of eden or if zen adds it in

kind prism
#

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.

gentle pulsar
#

man, you're making mods I can't conceive of playing without

terse tapir
#

is there a way to start a mission without opening the role select/respawn screen, and then have it on any subsequent respawns?

gentle pulsar
#

just need to figure out how to make it so its like attachToRelative

#

coordinates are tedious

gentle pulsar
#

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

fresh oracle
gentle pulsar
#

yeah it works but it doesnt rotate with the turret

#

it works this way but the coordinates are a pain

kind prism
gentle pulsar
kind prism
#

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

gentle pulsar
#

when in doubt, more gun

gentle pulsar
#

extended the turret a bit now it looks a bit more real

heavy ledge
#

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

spark cedar
#

when we had this issue with a friend, we diddled with the loadout option in 3den -> attributes and with the ACE respawn setting

spark cedar
#

now that I think of it, maybe a mod we used was the problem
our modlist was quite short tho

grave thorn
#

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

spark cedar
whole grove
#

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.

spark cedar
#

do you use any mod that changes the AI ?

#

also, where are the drones from ?

whole grove
spark cedar
#

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

whole grove
whole grove
primal wave
#

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.

kind prism
#

"easy" answer is since you have to teleport anyway, might as well do a black screen or similar

primal wave
#

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.

kind prism
whole grove
kind prism
#

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?

whole grove
#

I believe it is also important to mention that targets are infantrymen (players)

fresh oracle
whole grove
whole grove
# fresh oracle No

that is discouraging. But does drone even see enemy infantry? And if yes is it reachable?

fresh oracle
whole grove
#

on a cycle not every frame or some bs

kind prism
#

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.

fresh oracle
whole grove
whole grove
#

I was thinking I would be able to utilize more complex logic though

primal wave
sinful zenith
#

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

prisma oyster
#

I knew about moving the camera, didn't know about moving it while in 3D 🤣
wheeeeee

potent grotto
#

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

turbid olive
#

a 10 seconds warning to kill the player should work

potent grotto
#

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

turbid olive
#

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

slow jewel
#

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];
hearty anvil
gentle pulsar
#

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

scarlet crystal
gentle pulsar
#

and it would work in the editor

#

nvm

scarlet crystal
#

it's from a mod iirc

#

3den enhanced probably

#

does not show for all objects.

fringe sphinx
#

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!

umbral oak
spark cedar
fringe sphinx
#

Thank you though!

scarlet crystal
#

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

gentle pulsar
#

Any way to turn physics off for specific objects?

#

whenever I spawn my compositions in with zeus it all falls apart

grave thorn
gentle pulsar
grave thorn
gentle pulsar
#

then there's no point in putting anything like a turret or static on a vehicle

grave thorn
#

And also, if you are playing antistasi, you should be able to do that

#

Not certain, but I vaguely remember a feature like that

gentle pulsar
#

just where the modders decided it can be

grave thorn
gentle pulsar
#

it only works in the editor

#

when you spawn it in with zeus all the attached objects go flying

grave thorn
#

Yea it's not possible with Zeus then

hushed portal
#

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.

grave thorn
#

In a vehicle? That is possible

fresh oracle
rotund stump
#

When i try to move vehicles to formation the main vehicle does uhh... This? Happens to GM Eastern vehicles for sure.

scarlet crystal
#

Try without mods and see if this happens too.

cunning token
#

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

fringe sphinx
queen vapor
#

"hint 'string';"

brave vessel
#

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?

spark cedar
#

you'd have to specify it applies to the units in the activation area I think tho

grave thorn
brave vessel
grave thorn
#

Though, unless you set the trigger area right at your base, the AI will move around until the trigger has been activated

grizzled stag
#

or
"hint ""string"";"

#

Pick your poison

queen vapor
#

ah i misinterpreted the problem

#

try codeblocks instead of quotes

#

{myValue = true} instead of "myValue = true"

indigo sandal
#

G'day, i'm trying to get a trigger to activate a trigger?

fresh oracle
indigo sandal
#

Thank you

small patrol
#

But why? If a trigger triggers another trigger, that can be done via one trigger, not two triggers

spark cedar
#

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

tough mica
#

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.😭

sinful zenith
#

Just use the vanilla tower building?

tough mica
#

The problem is that I need a tall tower, not a two-story one.

scarlet crystal
#

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.

fresh oracle
#

You might be able to get away with stacking/scaling things.

lethal pulsar
sinful zenith
#

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

plain gale
#

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

sinful zenith
#

Yeah I was considering that, but that sounds horrid effort to get to work. And UI code.. ugh

plain gale
#

😄

#

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.

sinful zenith
#

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?

plain gale
#

Sure

sinful zenith
#

"simple expressions" that sounds painful..

plain gale
#

It's not.

sinful zenith
#

Where do I find more info about context menu, is it a config class?

plain gale
#

One sec

#

Could maybe also use a custom connection. But I have never used those.

sinful zenith
#

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

plain gale
#

That's what I meant with only simple expressions

#

One of the huge downsides of attributes and context menu entries

sinful zenith
#

Sounds like I need to add "conditionShowScript" with actual real script

plain gale
#

Yeeeesssssss

#

There might even be a ticket from me somewhere

sinful zenith
#

Probably something messy like

conditionShow = "hoverObject + hoverLogic + hoverMarker + scriptCondition";
conditionShowScript = "get3DENSelected bla bla exitWith {1}";

plain gale
#

Ah yes, that toomeowsweats

sinful zenith
#

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 😄

plain gale
#

Noice

sinful zenith
#

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)

plain gale
#

Hmm. Past R3vo doesn't remember.

#

I can test that again.

sinful zenith
#

I'll test it on weekend anyway. Just need to remember to post the result somewhere

plain gale
#

I added a reminder for Monday. I'll pm/ping you if necessary

plain gale
#

@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

sinful zenith
#

"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

plain gale
#

I see. I will try that.

#

Yeah, now it shows up.

sinful zenith
#

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

sinful zenith
#

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 notlikemeowcry

#

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..

sinful zenith
#

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
notlikemeowcry

#

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

#

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

plain gale
#

I tried it after you added some stuff. But i couldn't get it to work. I just lost interest and never reported it =/

sinful zenith
#

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..)

sinful zenith
#

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?

plain gale
#

That's fine

sinful zenith
#

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

plain gale
#

where does menustrip code run?

sinful zenith
#

I'll check that tomorrow 😄

plain gale
#

I can check in a sec

#

missionNamespace

#

action = "systemChat str (currentNamespace isEqualTo missionNamespace)"; //true

sinful zenith
#

At least our inconsistency is consistent

plain gale
#

If both engine conditions and sqf conditions are defined which one takes over?

sinful zenith
#

it doesn't work like that

#

condition1 = "marker + script1";
its like this. They can be combined

#

script just fills a simple expression variable

plain gale
#

Oh I see.

#

I have updated the wiki. Let me know when it needs changing

sinful zenith
#

The custom connection's "expression" doesn't fire at mission start :sad:

sinful zenith
#

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.

worldly wadi
#

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!

small patrol
#

One obvious way is placing markers manually

small patrol
#

If you want an semi-automatic way, give us a bit. It's not anyways so hard

worldly wadi
sinful zenith
plain gale
#

So magic vars in expression changed?

sinful zenith
#

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

plain gale
#

So both context menu and custom connections ar getting the script1/2?

sinful zenith
#

yes

plain gale
#

This is... awesome

sinful zenith
#

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

slow jewel
plain gale
#

I can update the wiki tomorrow

worldly wadi
sinful zenith
#

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

plain gale
#

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.

slow jewel
#

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

worldly wadi
sinful zenith
#
  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

plain gale
#

Interesting

sinful zenith
#

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.

plain gale
#

I see. That's why I see it then

sinful zenith
#

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..

plain gale
#

Uff

#

Sounds weird.

sinful zenith
#

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 notlikemeowcry
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..

plain gale
#

What the?

#

For some reason I think this was made unnecessarily complicated

sinful zenith
#

Its twisting my brain

sinful zenith
#

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

plain gale
#

😖

sinful zenith
#

I think it'll be fine in the end

plain gale
#

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

sinful zenith
#

You just need to consider that your expression, can also trigger while some of the selected items may not fulfill the condition.

plain gale
#

In theory, the engine conditions are irrelevant now.

sinful zenith
#

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

plain gale
#

I love that the error is pointing to the config.

sinful zenith
#

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?

plain gale
#

Not that I am aware of

#

But I think that can easily be handled via script.

sinful zenith
#

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? meowsweats

plain gale
#

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.

sinful zenith
#

custom connections on markers never worked.. also fixed.
I keep stepping from one tar filled pot into the next

sinful zenith
#

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?

plain gale
#

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.😁

sinful zenith
#

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 😄

plain gale
#

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

sinful zenith
#

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 meowsweats

#

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.

plain gale
#

Isn't that handled by bis fnc initListBoxSorting?

#

It would be wrong for my uis then as well 🤔

sinful zenith
#

The icons yes

#

Both of those things are script changes 😢 Script changes are so much effort and I need to wait till next week :/

sinful zenith
plain gale
#

I need to check when I am at home. I had an example with some spearhead ammoboxes

#

Gernerally speaking. Are other wildcards possible?

sinful zenith
plain gale
#

You can delete but the engine refills the list iirc.

#

Also need to check when I am at home.

sinful zenith
sinful zenith
plain gale
#

Was does script and effects mean?

sinful zenith
#

get3DENAttributes returning it
the attribute script running at mission start, even when its "hidden"

plain gale
#

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

sinful zenith
#

I assume UI filling is done in one place, iterating over the attributes.
So doing a condition check there should be easy

plain gale
#

Famous last words😅

sinful zenith
plain gale
#

😮

sinful zenith
#

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

plain gale
sinful zenith
#

Oh

#

tbh. I would've expected for you to figure that out by yourself

plain gale
#

I know I tried a few

#

But that was too simple

sinful zenith
#

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

plain gale
#

Huh?

#

I am sure I looked at that

sinful zenith
#

All the data entries from the menu bar items, should also be available in do3DENAction

plain gale
#

Qell

#

I figured that out

#

It's even documented

sinful zenith
#

There's a separate request to make that work in-game tho. But I don't wanna

plain gale
#

But I guess I forgot about it after I documented it

#

😅

sinful zenith
#

Tell me about this gap here.
Do you think it has any purpose?

prisma oyster
#

NONE AT ALL

sinful zenith
#

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

plain gale
#

What's wrong with that gap? I thought this is by design

sinful zenith
#

It probably is by design but it looks horrible

#

This is how context menus look

prisma oyster
#

doesn't it also "drop" the mouse if you stay over the gap for too long?

#

like closes the sub-menu or something

sinful zenith
#

No it doesn't

#

But also, what is this empty space under the last item notlikemeowcry

plain gale
#

Now he's getting crazy

prisma oyster
#

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?

sinful zenith
#

Every menu, also menu strip has this gap at the bottom

#

I'll just put a border around it like windows has

plain gale
#

Please don't tell him about the stray separator in the menu strip mission menu

sinful zenith
#

The heck is this

prisma oyster
#

ye that one bothered me a bit too

plain gale
#

Me too

sinful zenith
#

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

plain gale
#

Oh, did you know menu items can have multiple shortcuts but only the first one works?

sinful zenith
#

Why would anyone want multiple shortcuts. I reject that idea

plain gale
#

Why does it show them then?

sinful zenith
#

Also code says only the first one is read from config

plain gale
#

Yes but I think some entries have multiple defined.

#

That drove me crazy when parsing them.

sinful zenith
#

But they shouldn't show in UI. There is only one shortcut value

#

I won't bother to clean up the config for that 😄

plain gale
#

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

sinful zenith
plain gale
#

I think so

sinful zenith
#

We have like.. 3 context menu rendering implementations notlikemeowcry

#

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..

plain gale
#

🤣

sinful zenith
#

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

plain gale
#

Very nice.

#

Now just the text needs to get centered vertically

sinful zenith
#

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 meowfacepalm

#

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.. notlikemeow

#

Split the bottom border into half and do it top and bottom.

Das this not look much more professional?

dawn lotus
sinful zenith
#

Windows actually moves it a bit up, instead of down

#

More like this

dawn lotus
sinful zenith
#

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

sinful zenith
#

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

plain gale
#

Too bad

sinful zenith
#

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

plain gale
#

Awesome work! Thanks

#

I will update the wiki tomorrow

plain gale
sinful zenith
#

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

rotund blade
#

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)

sinful zenith
#

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.

rotund blade
#

i see

tawdry talon
#

Is there anyone that is very familiar with the editor that wants to help us make a complex and long custom scenario?

prisma oyster
cunning token
#

with a codeblock I end up with an empty init field, bummer

slow jewel
#

i'll test this more and see hmmm

frail bay
#

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.

sinful zenith
plain gale
#

One sec

#

Yes, ascending is arrow down

sinful zenith
#

Which.. is correctly wrong. Ok good

#

Also the context menu style change was approved 🥳

sinful zenith
#

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..

sinful zenith
#

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.
meowsweats
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.

queen niche
#

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

sinful zenith
# queen niche Is there a way I can set up a trigger to have an AI with an RPG target a specifi...

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

fresh oracle
queen niche
#

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"

sinful zenith
#

A wiki example for "fireAtTarget" to "fire rpg at vehicle" might be useful

prisma oyster
#

why

queen niche
#

Ever watch Warfare?

sinful zenith
#

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

prisma oyster
#

I think having one command that works would solve all our problems 😁

sinful zenith
prisma oyster
queen niche
#

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.

jovial ingot
#

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

spark cedar
#

why don't you uncheck "path" in the attributes of each soldier ?

#

(and delete/undo everything else)

sinful zenith
#

@ 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.

sinful zenith
#

Is this sufficiently arrow-y 🤣

#

This looks so ugly..

rotund blade
#

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)

sinful zenith
#

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

rotund blade
#

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

sinful zenith
#

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.

plain gale
sinful zenith
#

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

plain gale
#

I use the condition all the time.

#

Mainly useful for "Object" attributes.

sinful zenith
#

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 blobdoggoshruggoogly

plain gale
#

yay

plain gale
rich wasp
#

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.

plain gale
#

data editor?

rich wasp
plain gale
#

alt + e the shortcut to disabled simulation, which is an 3den Enhanced feature. Do you have that mod loaded?

jovial ingot
#

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

plain gale
#

Disabling path usually works.

magic portal
rich wasp
lyric tusk
#

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?

runic cloud
jovial ingot
graceful bramble
#

@cunning token have you tried to use get3DENAttribute and typeName to get the type of the init attribute (set in the editor)?

cunning token
#

@graceful bramble nope, I haven't tried that, good idea

jovial ingot
#

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

plain gale
#

Not that I know, but as far as I know it works well enough.

sinful zenith
#

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

plain gale
#

I have never used conditions for modules or markers as there is no reason to do so.

#

They work for objects though

sinful zenith
#

The simple expression isn't even executed when opening the menu

plain gale
#

But for vehicles it is, right?

sinful zenith
#

I don't have a vehicle attribbute handy

#

Maybe module attributes are handled completely differently, which would be annoying

plain gale
sinful zenith
#

knock knock

prisma oyster
#

who's there?

sinful zenith
#

A mirror

prisma oyster
#

a mirror who?

sinful zenith
#

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

sinful zenith
#
                condition = "script";
                conditionScript = "diag_log [_this, _thisType]; true";

11:21:49 [L Bravo 2-2:1,any]

uh...

#

OHHHHHHHHHHH

#

_thisType != _thistype

runic cloud
#

oh.

sinful zenith
#

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"]

sinful zenith
#

Its part of the KB system thing

plain gale
#

KB_randomValue then😠

sinful zenith
#

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:

plain gale
#

But we have typeOf for controls?

sinful zenith
#

Where? typeOf is object only

plain gale
#

or you mean support for controls/displays to typeOf?

sinful zenith
#

yes. What else did you think

plain gale
#

a command to get className of controls/displays 😄

sinful zenith
#

That's the same thing tho?

plain gale
sinful zenith
#

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 nootlikethis

So I wanted allDisplays apply {typeOf _x} , and that doesn't work

sinful zenith
plain gale
sinful zenith
#

1.26
But why, typeOf does exactly this and existed since ever. Why make another command notlikemeowcry

plain gale
#

Idk 🤣

sinful zenith
#

Well I got what I wanted and I'll force everyone else to have it too

plain gale
#

sweet

sinful zenith
#

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.

sinful zenith
#

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

plain gale
#

This is for eden search only right? Or are all tree views getting that support?

sinful zenith
plain gale
#

nice

sinful zenith
#

Its quite laggy now though. So gotta try multithreaded filtering

sinful zenith
#

Krawam. Multithreaded searching.

sinful zenith
#

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"

magic portal
#

Ooh I always wished I could do a multiple search like that. Maybe an option in 3den settings to auto add it?

sinful zenith
#

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 notlikemeowcry

kind prism
#

just treat spaces as wildcard+separator xD

sinful zenith
#

The tooltip already doesn't even mention the "mod" prefix

plain gale
#

yeah, probably because you are supposed to use the drop down for that

sinful zenith
#
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

plain gale
#

Perfect

#

I will put that on the wiki as well.

sinful zenith
#

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

plain gale
#

add3DENConnection and get3DENConnections are broken for connection type "Group"

#

Might just be me using it incorrectly.

sinful zenith
#

No. I'll try
But I wonder how to differentiate between connection to group and connection to group leader. The positions are the same

plain gale
sinful zenith
#

I don't want to touch undo

warm sapphire
#

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)

sinful zenith
#

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?

plain gale
#

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.

sinful zenith
#

addonFiles but some special prefix to say "current mission folder" ?

plain gale
#

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 notlikemeow

sinful zenith
#

yeah you can loadConfig.
But you can only backup inside the mission folder itself, which would bloat it

plain gale
#

no subfolders?

sinful zenith
#

yes subfolders, but its still inside the mission then

#

I won't let you go outside of mission folder

plain gale
#

Well, yeah, my extension can do that. Though I am not sure how many ppl actually change the default path

sinful zenith
#

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

plain gale
#

Don't give me ideas notlikemeow

sinful zenith
plain gale
#

In 3den Enhanced itself I never had a good usecase for it outside of mission.sqm backup (which is just copy file)

sinful zenith
#

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 🤔

plain gale
#

Doing it with a variable is the only way afaik

sinful zenith
#

Another thing for my todo list

#

Probably just hardcode add a "magic" variable onto every object. "3denEntityID" blobdoggoshruggoogly
Obscure, but easy without an extra command.

#

I could make get3DENEntityID fetch the variable, for convenience

plain gale
#

Yes, i don't think that's obscure at all.

plain gale
#

Neat

prisma oyster
#

wheels are not turning, I want a refund

sinful zenith
#

Its a bit annoying that do3DENAction has no arguments.
Is there any other action, that could use some arguments to be provided?

sinful zenith
#

If I give ability to write a textfile into mission folder.. Do I need to give ability to delete it again? meowsweats

paper yarrow
#

overwrite is probably good enough

sinful zenith
#

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

plain gale
#

So how do we provide the file name?

sinful zenith
#
_par = createHashMap;
_par set ["name", "testfile"];
_par set ["folder", "subfolder"];
_par set ["content", "R3voing"];

do3DENAction ["CreateTextFile", _par];
plain gale
#

nice.

sinful zenith
kind prism
#

Oo this could be Zeus export to 3den as well, to a limited degree

sinful zenith
#

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

sinful zenith
#

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"

sinful zenith
#

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

plain gale
#

Yes, I will document once they are on dev

sinful zenith
#

No dev next week tho :sad:

plain gale
#

I can't test it, so I can't document it 😛

sinful zenith
#

Maybe a prof next week with them

plain gale
#

addonFiles ["$mission", ".sqf"] This would return all sqf files?

#

Or is it literally how you wrote it addonFiles $mission

sinful zenith
#

Yes. No

paper yarrow
sinful zenith
#

We have no QA so I assume no dev