#arma3_editor
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Alright, things from today/yesterday should be documented.
@sinful zenith Both Context Menu and Attribute Conditions now got the new conditionScriptsimple expression, right?
Yes
No
The simpleExpression is script
conditionScript is the name of the config entry
Any magic variables passed to the condition?
Attribute condition has _this be the entity, and _thisType type as string (I think same type as create3DENEntity command)
Not sure what happens when you edit attribute of multiple things at once, is that even posssible?
Maybe the script gets called multiple times then
context menu should have _this be the entity under cursor, don't know if it has _thisType. It should
I was thinking about that. Yes, that's possible.
Conditions seem to work exactly as I had hoped. The shape attribute has no effect for markers of type icon, but I couldn't really hide it before, now i can.
I have tested this and it works as expected.
If we have two units, and for one of them the scripted condition returns false and for the other one true, and one edits the attributes of both of them at the same time, the attribute will be visible. However, the attribute will only be set on the entity where the scripted condition was true.
scenario attributes have no condition, right?
Probably ๐
Gonna test that.
im pretty new to actually using modules and triggers in arma 3 eden editor and im hoping i can get some help on this
i made a simple senario where REDFOR troops enter a BLUFOR trigger which would cause a marshall to arrive and eliminate the CSAT troops
however my main issue is even though i set the waypoint activation to marshalls' move waypoint it doesnt wait for the trigger to activate and instead moves to destroy the CSAT troops as if the trigger wasnt there
You need the waypoint to be hold, IIRC.
i tried that earlier and it caused the marshall to stay in place but i probably did something wrong so ill try it again
nothing happened
You might also need the trigger type to be skip waypoint or something.
A better solution might just be to delete the hold waypoint by script in the on activation.
you were right it worked after i set it to skip waypoint
thanks a lot
So I have tested the Context Menu Shortcuts and cannot get them to work. Is that on profiling already?
Can you give me the complete list as text file? I wanna update the wiki.
Prof changelog says they should be
Hmmm
ok, that works
EditListand isEditListwere removed by you, correct?
https://community.bistudio.com/wiki/User:R3vo/Sandbox2 this is what I have now. I am not sure about the *agent and *attached conditions
I think so. I am unable to be informative on weekend
All good. Just ping me whenever you are back at work and got some time.
hello guys does anyone know how to make black screen for players so i can get them to place without knowing the road?
I have placed a Respawn Position module, synced it to a vehicle
In the Multiplayer options I have checked the "select respawn position" and set the timer to 5sec
But when I test the mission I'm not getting any respawn option :/
can you guys help me, Ive done this before but my memory is wiped
Is threatening to doxx someone considered grounds for a ban? 
?
Jein
did you set the respawn to "Blufor" ?
or the side you play as
this is the info I have in the module:
Type: infantry
Side: BLUFOR
Show to: Everyone
Notification: Enabled
tried to sync it to a vehicle but doesnt get any option to respawn
did you place a playable character ?
yes
I have to go now, I'll be back later
I'm back
So,
- the respawn module is placed (named "Respawn Position") with Blufor as side
- The multiplayer attributes are like the example
- there is a blufor playable character (Red or purple circle around it in editor)
all of the above are correct ?
Looks correct. What if you use a respawn marker instead of the module?
not for me, it's a list for @jovial ingot
thanks man, this is the setup I have...
what is your playable character linked to ?
support requester
that might be the reason
de-link your playable character and your respawn point, does it work ?
I think the proper word is unlink, not de-link
ok, this is probably a personal record for being embarrassed...
I have tested the mission every time by choosing "play scenario" instead of trying it in multiplayer.... now it works flawlessly, many thanks for all the help despite the false alarm haha
I will now go offline and be ashamed
it happens to the best of us ^^
the absolute worst thing is that I had a mission last week that worked totally fine, which made me question all my knowledge about arma since I couldnt re-create a working mission a few days after haha
did the same a few weeks ago
in that moment, I was about to start from blank a mission that I spent 20+ hours on
luckily, I have mission-making friends that tested it and were like "works flawlessly, what's the issue" x)
Hi, quick question. Is there any way to achieve the โsemi-destroyedโ effect from the module on a building placed in the editor?
when you open the module, you can choose the state
Yes, of course. But I want to apply that state to one that isn't "natural" to the terrain. Instead, I want to apply one that I set using the editor, and thus create compositions.
But it seems they are hidden.
if it comes from a mod, maybe you can set a trigger that destroys everything partially in his area
I can't help you with the code inside the trigger, ask in #arma3_scripting
There is a function under Systems in the Editor called "edit terrain objects" or something similar.
Not sure though if this was vanilla or 3den Enhanced.
Alternative way would be to hide the object and place your own in the editor. I think this would be also MP stable. If I remember correct Edit Terrain Objects was a bit buggy and didn't work all the time.
You need to use setHitPointDamage, so you will need to check the config viewer for the specific building you want to use, and look for the HitPoints.
Here is an example to damage a barracks building like in the picture you posted.
Put this into the building's init
this setHitPointDamage ["Hitzone_1_hitpoint", 1];
this setHitPointDamage ["Hitzone_2_hitpoint", 1];
Is it possible to make a warlords mission where BLUFOR takes the place of the independents, that is, the bots that defend the sectors?
I want to do a mission where there is only one team available, which would be the AFF, a mission to pass the time where the players collaborate just to fight against the bots
Hi, I'm new to mission making and I was wondering what is the best way to make a player play as a different faction upon their death?
That was just what i was looking for. Thanks.
so the get3denattribute returns an array with a string in it. it seems to wrap everything in an array ๐ฆ
@plain gale https://feedback.bistudio.com/T155116 "Add support for custom Eden Editor connections"
is solved now right?
Or am I missing something more here
Don't think so. I set a few tickets to resolved, but I guess I missed that one.
My internal ticket said I needed to add data="CustomScripted" to connections, but I don't see why that would be a thing.
The things I built with custom connections works fine so...
But from my comments it looks like a mix of missing documentation and bugs
But wasn't it exactly that?
Hmm weird. That guy from the ticket claimed that it has been working before ๐ค
agent is a side check.
If side == ambient. https://community.bistudio.com/wiki/Side so should be the ambient life here.
But its using the eden enum which does some mapping, but I assume it does the same I don't wanna look
HoverObjectAttached, is missing. its never set.
Seems to be an accident though.
SelectedObjectAttached.. its the "Eden" attachment
There is a "attach detach operation" that does this
Waypoints can be attached to objects, I suppose this means they move together
I've fixed hoverobjectattached in next updoot
Your page "Hover0bjectFlying" is a 0 not an O. That is so tricky it may aswell be intentional
"HoverFolder" is also never set.
Maybe an old name for layer. I'll remove it
The old connection ticket.
I wanted to add config eventhandler (like the "expression") that fires inside Eden when the connection is created.
But, the 3DEN global "OnConnectingEnd" eventhandler already works for that, you just need to do your own filtering in there to see if its the connection you wanted.
Is that good enough? Or do we need a per-connection type eventhandler too?
(Manager::AddConnection can fit eventhandler, just above the ConnectionChanged3DEN firing)
Or does the "expression" fire within Eden? ๐ค
In my modules thing where I use custom connections, I added validation for the connections into the module's script, I think it triggers some handler when connections changed
expression runs on the server only (just like all other Eden expression) and after other Entity Attributes.
That might be useful to note on wiki
Custom connections cannot be copy-pasted 
And are also not stored in compositions (which is just copy-paste)
The script sample with game crash, still crashes the game ๐
Uhh. I used ocr to get the actions from your screenshot
I would say a global event is more than enough.
I think there is no event for the connection being removed though.
Besides the object specific event
That sucks then.
Isn't that documented?
I don't know I didn't read
Yeah. I remember pretty much the same text from the wiki
add3DENEventHandler ["OnConnectingEnd"
Start making a connection, but then abort:
["wolf_CustomConnectionVehZone",[[],[],[],[L Bravo 2-3:1],[],[]],<null>]
Connect to trigger:
["wolf_CustomConnectionVehZone",[[],[],[],[L Bravo 2-3:1],[],[]],7: <no shape> EmptyDetectorArea10x10]
And yeah none for deleting
So I'll add one then..
Does delete fire when you delete one of the entities and when you delete the connection line?
You mean the new one I'll be adding?
It.. should yes
Entity ConnectionChanged3DEN event does fire for both, and I'll put the new one just next to that.
Yes undoing creation, or redoing deletion will trigger the EH
Now the next thing is
we have no event for connection created.
Only "You just did the Mouse cursor operation of creating a connection"
If undo/redo creates one, we have no global event for it
Should work similar to the deleted one
I guess I'll just add another proper one, then we have kinda duplicate though.
Also copy-paste, pasting a new thing with connection on it, doesn't fire our current OnConnectingEnd
I hate that this always puts these arrays in the EH.
Can we not just pass the enity as script value and be done with it? ๐ข
Why do we need separate array entries for module and object. This is annoying
I guess it's the format of all3denentities?
Yes.
What downsides are there to only passing the item that was connected
You cannot differentiate between objects,triggers,systems, unless you check the classname/config.
You cannot differentiate betwen layers,comments. Which cannot be connected anyway
OnConnectionRemoved [type, item0, item1]
OnConnectionAdded [type, item0, item1]

internally we call them item. You can write on wiki whatever you like ๐
Well you can connect to a marker. Which is a string not an entity
Internally everything is an Item
ye, Editor Entities
Just don't name some magic vars "item0". Thanks ๐
You can name them Schnobble internally if you like
No Schnobble
I read that somewhere in Karel's code. Maybe it was written slightly different
undo/redo does not fire 
But also the objects are not deleted/recreated on undo/redo so..... .. uh .. I hope thats fine
add3DENEventHandler ["OnConnectionAdded", {
params ["_class", "_from", "_to"];
}];
add3DENEventHandler ["OnConnectionRemoved", {
params ["_class", "_from", "_to"];
}];
Correction. Undo/Redo does not fire when undoing/redoing the copy-paste.
It DOES fire when undoing/redoing the original connection creation. soo.. it should be fine ๐
Am I finally done with the connection stuff now? ๐ฅบ
Depends. Gonna test it once it's.live
The 3DEN entity context menu, has a "AttachTo" option.
It also has "Detach" but that never worked because HoverObjectAttached was missing..
But they are enable=0, so.. they are disabled?
I think its nothing
That's why it was probably never added.
There is no action on it, no engine action either.
It would use the "data" as 3denAction operation, but AttachTo/Detach operations don't exist
AttachItems/DetachItems exists
But is never actually handled, so it doesn't work either
Only waypoints are ever attached
R3vo I think you asked about conditions for mission attributes?
In class "Mission"
They have "displayName", "display", "AttributeCategories"
Categories have attributes, and they are just normal custom attributes with the conditions.
So I expect, that the conditions also work on mission attributes
I see..will test that.
/*
INCLUDE INHERITED ENTRIES: false
SHOW CLASSES ONLY: false
UNLOCALIZED TEXT: true
CONFIG PATH: bin\config.bin/Cfg3DEN/Mission/Scenario/AttributeCategories/Misc/Attributes/ENH_AddObjectsToZeus
SOURCE ADD-ON(S): 3denEnhanced
*/
class ENH_AddObjectsToZeus
{
displayName = $STR_ENH_MAIN_EDITABLEOBJZEUS_DISPLAYNAME;
property = "ENH_AddObjectsToZeus";
control = "Combo";
...
defaultValue = 0;
typeName = "NUMBER";
condition = 0;
...
};
Doesn't seem to work, sadly.
Idea, exporting the copy-paste temporary memory as string, and ability to import it back.
But who would bother to build a clipboard-history mod for Eden.. Probably not worth it
Do you have a sample of that somewhere that I can test?
I can send you one later. Still at work.
Nevermind. It works but obviously only when the context menu is open
๐
Dumb question, does just a default "door" object exist or something similar? Trying to make a custom little building esque thing
Nop
How deeply unfortunate
I also don't think I've ever heard of a Mod adds just doors
https://steamcommunity.com/sharedfiles/filedetails/?id=2857025724&searchtext=door
I found this one? I guess?
I have one in here, the models are also unbinarized if you want to look.
But moreso if you want to make your own door, not if you're asking if the game itself has standalone doors
But it's pretty easy to make your own
What do you krank in a krankenhaus?
Lots of mods for modular buildings come with doors, depending on what style you're looking for
I'm putting together a UAV hunting mission. My question is two part-
a) Does this list cover all sensor enabled vehicles in the vanilla game:
https://community.bistudio.com/wiki/Arma_3:_Sensors ?
b) Is there already a script that makes players synch with sensors (in this case radars)?
A) I believe so.
B) What does "players synch with sensors" mean?
To my point A) see the light grey picture-
The Ifrit is not on the list. But it has the option to enable/disable sensors in the attributes. But I am not sure what it does. Perhaps it helps put detected enemies on the map. I have tried synching it with the radar unit in the picture. I can't really tell any difference in detection of UAVs.
Because I am looking for the radar sensor interface as in the half black picture. My question B) is if it's possible to enable this for the player by script. That way I can just enable it for any vehicle. It gives me a lot more options.
A) I don't think send does anything without sensor and I don't think recieve does anything without the panel.
B) The sensor panel can only be added by config (and to vehicles).
Aye that's what it said in the BI Sensor article. Bummer we're not able to access it another way.
Thanks
Adjacently: does anyone know if synched radars call out/reports positions of enemies (on the map) to the player?
It doesn't look like in my personal testing.
Datalink sends the targets to the sensor panels (and DL sensors), and AFAIK, that's all it does.
Alright I donโt know where else to ask and I canโt find an answer. While playing a game I made, I randomly stopped being able to move. I can still Zeus but I physically cannot move my character. I have respawned 3 times. I have saved and loaded the save twice. Nothing works. Does anyone have a way to fix this?
I have also lost my ability to access ace arsenal whilst in the mission
It's likely caused by a mod
If I have created some neat loadouts for a few ai soldiers, how can I make so they are spawnable in the editor? Like a group of ai
Really don't know how to ask so hope you guys understand ๐
So that you can drag and drop in Eden Editor?
Yeah, and also use them as a faction so I can use them as enemy soldiers using drongo map population mod
You need to make a Mod that configured properly. This is not just an Eden Editor thing anymore
Ah man, ๐, thanks for answering - I'm too stupid for that stuff haha
As far as I talked, you are not. You are capable of ask and listen to the answer
hey i am having lag problems with pre-spawned AI, is there a way i can make a fireteam spawn in an pre-determined location instead of beying actually present in it to consume less processing power from my and other players pc
along with that is it possible to make certain units reinforcements to aid other groups
i am running hal nr6, ace and lambs
you can disable the simulation of said squad and trigger the simulation back when you need it
i'd prefer a method where i dont need to go in-'n-out of zeus
you don't need to, you can set up a trigger that activates when a condition is met
that condition can be players spotted, or presents, or if a guy is killed, and many more
hmmmm i had a bad time with triggers, actually every single one of them
they simply dont work
from doors to making people move
when set up correctly, they work
I do not know how to do what you want without using any
if your modlist isn't locked, maybe you'll find a mod that does it
idk about hal, but ace and lambs do not have such option afaik
right, ill see what i can do on my end by using triggers
yeah, add me
Heyo, baby scenario maker(literally picked the game up 2 days ago). I just came to say I finally figured out how to set up a working convoy. You have to sync 2 vehicles to a squad at a time, sync each squad to a convoy system, then move each squad individually. You put the move paths on top of eachother and you get a continuous convoy.
bit of a neato tip for those trying to have a big momentous buildup leading into single player combat scenarios
or you could group them up, set the formation to column, and give one move order to the group leader
ive tried multiple times but they keep driving all over the place. This was the only way I could get them to move continuously as one. Sometimes you gotta ghetto rig it.
So your asking if you made a loadout for AI, how they would be spawnable in the editor as in placing them with the new loadout, or spawning them with your loadout ingame? There is a difference. For the editor part just edit a unit, create the loadout you want and then save the loadout in arsenal, then when you place a unit, edit their loadout and apply the loadout based on the name you give them. As for AI spawning with a custom loadout, i have a video with a script where you can setup AI with a loadout you want, and then when you recruit AI the loadouts will be applied to them, theres also another video where you can spawn AI with your custom loadout for them and they would then join your group. https://youtu.be/eVK_8T2RKa4
Welcome to Arma 3! Nice idea for the convoy, another way is to sync all vehicles to the lead, then sync each vehicle to the vehilce in front of them, so sync the 2nd to the 1st, the 3rd to the 2nd, the 4th to the 3rd ect,. Then of course give the lead waypoints.
Haha oh man, first of all thanks for all epic videos about arma editor that you have made, didn't even think of checking this question in your videos.
Will check it out! Thanks for great help!
Forgive the lag. This is progress on my first Scenario ever(just got the game 2 days ago)
my issue from before that caused them to not want to fallow eachother was I synced them front to back. but obviously I fixed that lmao.
is keyframe animation chopped in profiling branch only?
has only this option
when it should have this
anyone know why my heli wont go to pickup my infantry. the waypoints are like this
Helicopter is hovering in the sky and has a load waypoint next to the infantry connected to a get in waypoint from the infantry. after that it also goes somewhere else but i believe thats irrelevant because the helicopter doesnt even go to pick them up
could it be one of my mods?
nvm solved it it seemed to be the modded heli i was using for some reason
Known issue
Triggers only rotate in 2d ๐
I guess they just don't have the technology to rotate triggers in 3d in arma 3 ...
Maybe in arma 4? dedmens please allow rotating triggers in 3d ๐
What's the use case?
Using inArea to define areas that are on sloped terrain (such as tunnels / stairs)
Trigger defines the area in 3den with vanilla 3d trigger visualization providing instant ocular feedback to the user of the defined trigger area.
Manually defining corners for playable area using for example 8 game logics and calculating if player is inside the box, writing manual code to draw it with drawline3d, is an alternative, yes....
But we could just rotate the trigger in 3d instead 
Yes. Fix probably tomorrow
So I just got Arma 3 because... The flying looks badass but I need help with this editor and AIs to actually do things. Anyone willing to assist?
Why don't you start by saying what you need help with.
I already did... "I need help with this editor and AIs to actually do things"
I need help with the AI in general, Getting them to move and chaining actions.
I'm essentially trying to have an enemy convoy make their way to a specific location, switch vehicles and have the vehicle take them elsewhere.
Yeah no matter what the hell I try, my AI squad just stands next to the vehicle I'm telling them to get into like a bunch of morons.
I think I figured it out. Apparently I HAVE to group the squad to the vehicle I want to get into.
lol like a bunch of morons hahahaah that was funny: ๐
Guess I didn't figure jack shit out.
Who ever designed this AI system needs to be shot! Like why does the "vehicle get in" waypoint just have them run to the vehicle then just stand there scratching their asses? Like what fucking part of GET IN does it NOT get???????????
And they ALL do the same thing... The squad will run to the vehicle and just stand there. Load, Vehicle get in, get in, get in nearest, ALL of them.
You need to use the "Get In" way point for ground units, the "Vehicle Get In" waypoint for vehicles.
Here is a list of all the different waypoints, and what they do.
I get the exact same result from ALL of the "get in" type waypoints including the load waypoint. They WON'T get in and just stand outside the vehicle like morons.
Every seat but the driver is empty. Would you be willing to actually join me in a VC so I can share my screen and get some real time help?
It works just fine for me, you need to put the waypoint on the little icon on the vehicle, you should see the waypoint have a little circle around it.
Yup, squad is still scratching their asses....
Like they run TO the vehicle then just stand there like idiots.
So something MUST be working or broken here.
You are going to have to watch some youtube videos explaining how to set this up.
Or some assistance in real time would also work as clearly videos aren't cutting it or are too old to be relevant.
Some people are willing to answer a specific question, but generally people aren't going to walk you through, and answer all your questions because....one, it's time consuming, and two, it's very hard to explain how to do certain things in a written form. This is why I suggested watching YT videos, people explain what they are doing, as they are doing them in the editor. There are probably 10, or more YT videos explaining exactly what you are asking.
Frankly, asking on discord should be your last resort, after first attempting to find answers by doing google/youtube searches. I'm not saying this to be rude to you, but because searching for answers is generally the fastest/easiest way to get answers to your questions.
Good luck.
Iโve already gone through a bunch of tutorials and videos, but they either donโt work anymore or donโt match what Iโm seeing in the editor.
Right now the issue is:
AI squad moves to the vehicle correctly
They reach it, but wonโt get in at all (any โGet Inโ / โLoadโ waypoint)
Iโve confirmed:
Seats are available
Waypoint is placed on the vehicle icon (with the circle)
If anyone knows what specifically causes AI to refuse boarding like this, thatโs what I need help with.
Show a screenshot of the setup.
That's kind of difficult... Do you want one of each setup I've tried? Because I can tell you directly that the waypoints I've tried ARE on the vehicle icon, there ARE seat available, they are of the same team... I've tried literally ALL of the possible boarding waypoints. However I will say that the AIs DO move to the vehicle but ALWAYS refuse to board unless I have them grouped with the vehicle but I should NOT have to do that (I think...????).
ill get on voice with you if you want and you can share your schreen with me if you like
That would be AMAZING!!!
ok lets go
yeah he had some map objects blocking the Ai from getting in the vehicles: so at least he's past the 1st part of the erra: so i had him move the truck and the Ai out to a open field and the Ai got right in the truck np ๐ lol he was like wtf ๐
so now he's getting help from another brother: i think he's getting some program to set up all his waypoints now
so im free to go back to editing ๐ woohoo Arma 3 yeah ๐
@indigo mauve you may be using AI mod(s). Try vanilla to compare
I don't have any AI mods I have resolved the issue. My bad for not saying so.
and nobody knew what the issue was nor how it was fixed
yes in my last post @prisma oyster
i guess you never read my posts is that correct Lou
only diagonally read that one I'll admit
ok np m8
woah woah easy I'm not reading all'at
lol hahahahaha lol ๐
Hey gang, quick question
How can I spawn in a drone that is "blue" and not "grey" (controlled by AI or something?)
Is there a mod or script? Sorry for weird question ๐
, don't really know what everything is called in the editor haha
this checkbox in the bottom right of the editor
Shortcut for this is holding left+alt while placing to do the opposite of whatever the current setting is
Thanks mate!
Follow up question haha, when im in a mission that I've created - and I want to spawn a drone in front of me that I can fly - how can I do that? Is that possible?
Could do something like this (kinda messy):
_myNewDrone = "B_UAV_01_F" createVehicle position player;
B_UAV_01_F is the classname for the AR-2 Darter. You can find classnames here for example https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST or in the editor by placing it & mousing over it
that second line, B_UGV_01_F is the classname
createVehicleCrew
Oh good point, actually that reminds me this exists, https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle
so you could do...
[getPos player, 0, "B_UAV_01_F", west] call BIS_fnc_spawnVehicle
Awesome! And where do I put this magic? Haha sorry for total incompetence from my side, learning every day
Depends, if you're just playing around in the editor, you can do it in the Debug console while playing. Just hit Esc and drop it in the big code box.
If you're in an actual mission, you could put it in a trigger that fires whenever whatever circumstances are met.
Awesome, thanks alot! Will test it tonight, don't kill me if I have some follow up questions haha
Ask away np
haha that was awesome! did exactly what I wanted to, thanks a million
@slow jewel I figured out how to chain waypoints. I should be able to make full missions with them now. They are NOT intuitive to use. lol
@indigo mauve roger that m8: that's one reason i never use waypoints ๐
but i guess waypoints are ok
after you do waypoints over and over you get the feel of them and also you find ways not to use them ๐ keep in mind you can script waypoints also m8
well thats the way it was for me anyway ๐
let me know if you need any more help with anything ok m8
Hey guys! Scenario attributes still not working? I set the debug console to be available to everyone and run it in multiplayer and no debug console. Same with the breifing, so I assume the whole general scenario attributes is not working ๐ฆ
Yup, gotta go with the good ol' description.ext ๐
Scenaria attributes are working
i will do my best to help you
Not for me though. Not in preview, not after export.
Correction: Not all of them is working
Hi lads, does anyone know what this road is called and where I can find it in zeus please? I tried using the object finder mod and it doesn't trace it. I have looked at the different roads too and nothing. Thanks
You generally can't place roads in the Editor/Zeus, IIRC.
I think this mod allows you to place the vanilla roads: https://steamcommunity.com/workshop/filedetails/?id=1923321700
They won't be detected as roads by AI vehicles afaik
I have no trouble placing other road types in the editor, I just cannot find this type of road in the editor list - visually I mean. It seems to have all other road types but this one. Thanks.
Then that's probably a mod problem.
@hot flame what terrain is that: ?
oh no don't tell me it needs CUP ๐ ok you can tell me lol ๐
I'm pretty sure its takistan
Its another shit hole called Kidal haha!
shoot it does need CUP dam
i mean even with aversion to mods at least it's just terrains, as far as mods go terrains don't do a whole lot to the game
no real way anything can go wrong
yeah but:,,,, well you know
i only use stand alone terrains: i just don't want to put that much stuff in my Arma 3: plus i only use a LabTop not much room on my HD
but its a fast LabTop
also iv had terrains fuck my PC all up before so im very careful about terrains as well
this one terrain i DL blocked me from using the editor and fucked up some other stuff so well you know
its tuff to get me to use any mods at all ๐
Having it be multiple mods that have dependencies instead of singular ones makes it end up taking up less space.
its tuff to get me to use any mods at all ๐ any more
but you can keep tying if you like ๐
Hi, I'm setting up a mission on a map that is 2500x2500m, I want to have a few minefields for some extra "fun"
For now Im using the minefield module with 150x150m and 20 mines per area, is that the best way, performance-wise? ors are there other solutions that makes it possible to have more minefields and more mines
on the Workshop there are several minefields you can use with various sizes
if you need something bigger, just place 2 or more next to each other then copy/paste the whole thing
enable dynamic simulation for the mines - saves some performance.
Yep, it works pretty well in my experience
ok this is going to sound strange but i need your help with some detective work.
a year or so ago I had a mod where you could, with a script, get everything that was in the inventory of selected guys and then paste it into some kind of virtual loadout box..
Cause the thing is that I have some really nice loadouts and want them (only the stuff from them) to be chosable when I check the loadout menu/virtual loadout
I believe that mines still have a significant performance impact on the normal stable branch (for now), but on the profiling branch, they have a pretty small impact. IIRC, it's a HUGE difference.
Hmm, that's sounds like a huge step for me ๐ thanks anyway
What do you mean?
I mean that I have almost 0 knowledge in these areas and ju guessing me forward to solutions in the editor haha, so branch speaking feels way over my knowledge
Right click the game in Steam > Properties > Betas > Select Profiling in the dropdown
Haha ok, that feels doable
Will it break mods and such? Going to have a LAN tomorrow with some friends
It shouldn't normally, but due to the nature of getting changes first, it occasionally creates new bugs (which are usually fixed quickly).
I'd like to change the name of a map in the multiplayer lobby so instead of the actual map name, it displays a different one for a mission. I've set it up so it does it on the loading screen, but not in the lobby. Is this possible?
I have found some really neat trenches but they have some dependencies for 3 DLC, sneaky and poor question but is there a way to use those trenches without spending all my money on dlcs for 2 more computers haha
Ps, sorry for many questions, really new to this and appreciate your help ALOT
Tell what exactly you've just done. What did you place, what are you concerning
is it a comp or a mod ?
Question for the more serious modern units. What do you guys use to simulate a more intense depiction of SIGINT in a field capacity?
what's SIGINT ?
the tech guy in MGS3
Signals Intelligence.
They most certainly don't actually need DLC. Any workshop or community composition, terrain, or modded terrain object simply can't require any DLC.
Hi, how do I change the air defense range? When I try to, the game crashes.
What is that?
I'm still looking for an answer to this, by the way. Essentially, trying display a different name for the map in the multiplayer lobby. I found out how to make the name change in the loading screen, but not the lobby.
I don't think you can, other than repacking the map and edit his name (but might be forbidden by the license chose by the author)
Is there a way to make an eden vehicle attribute not visible based on some cfgvehicles property of that vehicle?
I.e run an sqf condition check i suppose
With 2.22
Hi all, Iโve not had much luck finding an answer to a question thatโs been on my mind since starting to try to make single player scenarios. Is it feasible to integrate combat-style animations into a game, during the action? (Not a cut scene or intro). E.g., when an Opfor AI platoon becomes aware of Blufor, they all hop to and dive for cover in a synchronized way.
I know it must be possible, but Iโm at a level where I constantly get error messages and mixed results giving it a go. I donโt have any screenshots or code with me at the moment, but Im sure Iโm missing some basic fundamentals. If anyone knows of an example scenario where I could extract its pbo to learn from it, or if there is a YouTube video about this notion, Iโd love to take a look!
what do you mean by synchronized? can just make them go prone btw (unless you want it to look a particular way)
also forcing AI into animations while still retaining their autonomy can be a bit of a pain since more often than not they're either gonna skip the animation or get stuck in it if it wasn't set up properly for whatever purpose
maybe something like this
if (Leader _grp distance player < 30) then // or 50 or 60
{
{
_x setUnitPos "DOWN"; // or MIDDLE if you like
} forEach units _grp;
};
i'm not sure what you mean cuz when my enemy see blufor they do run for cover and do all the stuff they should do
editing and observation of the enemy in patrol scripts really help with that also
when they go into AWARE mode they do all that stuff
or you can force them
_grp2 setBehaviourStrong "AWARE";
{_x setCombatBehaviour "STEALTH"} forEach units _grp2;
{_x setSpeedMode "FULL"} forEach units _grp2;
Thanks, this helps me get started anyway with the โifโ command. I was thinking more like using the specific animations in the animation viewer that look really good, like sprinting for cover and then taking a dive. But I can also try to be more content with the aware mode
Poor word choice on my part; I just meant in a manner that doesnโt look haphazard. Anyway thanks for mentioning the issues there, thatโs basically what Iโve been running into and I imagine thatโs why there arenโt many examples floating around
Is there any way to limit people to first person for part of a mission, and enable third person view later on?
@polar pawn start with this in a Script
While {True} Do {
If (CameraView == "External") then {player SwitchCamera "Internal";};
sleep 3;
};
so it checks every 3 sec to put player in 1st person view
then you can check for the rest of what you want: if you need more help then let us know
hello I was wondering how i can accurately find the positions of these barrels so it doesnt look weird using the load crate action im kind of lost using the getpos and the attachto command
when you open the attributes of an object, you have the exact coordinates
for example :
if it's a moving object, you could create an object, turn simulation and show model off, and place the object on it using setpos
re-reading my sentence, it's poorly explained, if you need me to rephrase you can say so
i think i kind of get it ill test it out and let you know
ok
i vaguely remembered the same thing I did back then when i was trying to load crates in a custom vic but i forgot thats why I was a bit lost
custom vics can be a pain in the ass
I have no idea how to do that with a zeus-placed one, my idea is only for pre-placed vics (in editor)
yeah
I guess you could save a comp with a vic with objects on it with simulation already off, but you'd have to do a bit of work as zeus to change every objects' varible name
im only using editor im trying to find how to get an accurate pos with this (return?) format ["truck", distance behind vehicle to unload crate, [x],[y],[z]],
you could apply to unload the same logic as load - place an object behind the truck, turn simulation and visibility off, attach it, and use the object as a reference
nvm, while writing it I saw a problem : if the terrain is not like the example, the unloaded object would clip through the terrain
just to be clear, you want to load and unload stuff from a custom vic ?
yes
BIS_fnc_relPos and GetDir should do the trick
Relative position in the debug is magic!
Anyone here knows how to trigger key frame animation not make it not play at the start of a mission?
Using the modules here
Nvm, i found it
Does anyone know why Convoys will random just break after a waypoint and the leading vehicle alone or with a few will depart as normal but the rest will stop and never move?
It's Arma
Some maps do not have a correct AI road system everwhere
Can someone explain how layers work? How is it that when I select a layer in the entities tab, why do the object I then place, not go into that selected layer.
I mean, this is how pretty much every other program works, select a layer, and everything you do goes into that layer.
Well it doesn't work like that in eden editor.
You can drag entities into the layers or use the 3den Enhanced "Move to layer" tool which makes this a bit faster.
I wonder if I could make it move units automatically and allow players to set an active layer ๐ค
That would be a nice feature, as I said, it's pretty much how every other piece of software works, it's hard to understand why it wasn't designed that way originally.
I've put it on my to-do. I already have an idea.
We can directly put new things into layer, but its probably easier (for me) if you do it ๐ซ
You can "kind" of do it. If you have an object already in a layer, and you copy paste it, it's pasted directly into that layer.
That was in fact rather easy to implement. I expected some hiccups but so far none. It even properly works for compositions.
hi
does anyone know how to disable rotation of a unit or vehicle when F9 is pressed in the editor (3den Enhanced)?
i use it for PTT
There is no shortcut on F9 as far as I am aware
it was the only button pressed and noticed it by accident
What does it show in the history tab after pressing f9?
@final hill The 3den Enhanced functionality to change rotation would actually show a msg at the top. Can you check if this happens without 3den Enhanced, too?
will do
unit rotates with vanilla editor
yo guys! Is it possible to remove glass from windows via editor? Or no way?
I'd need a window to be removed for a cinematic scene where gunner is firing...but there's glass and that window can't be opened
uhhh depending on what sort of scene you mean
the gunner would shoot the window out anyway
It's on the Spearhead terrain where Carentan is...If I place a gunner on window and he fires the glass won't break at all lol
I was wondering if there was a way but I don't think right...
you can set the hitpoint to 1 (destroyed) but if shooting it isnt breaking it it may be bugged
I don't know why they always put full repaired buildings in a war zone lol, I could replace it with another buildiing in ME hiding the one I don't like but ...anyway
" set the hitpoint to 1 (destroyed)" how can that be done?
setHitPointDamage or setHitIndex
but how can I apply that to that specific window?
You figure out which hitpoint name or index the window is, dont know if theres an easy method for that besides trying them out tho
you can do getAllHitpointsDamage cursorobject while looking at the building from the debug console
Yeah but thatll give him all the hitpoints, i guess he can add a handledamage EH and shooot the window he wants and check the name
Or try one by one
well I mean it gives a list of them all so you can just try them
True
if it is bugged tho I'd be interested to know the classname as all SPE buildings should have the glass set up correctly
I couldve sworn there was some raycast command or something that gave you a precise hitpoint name based on view or position input... tho i might be confusing that with selections which technically arent the same
because in your scenario you could be the reason it's a war zone - you could be part of the first wave
I mean, they give us perfect intact buildings on a war simulator lol xD
anyway guys, thanks to all, seems the process for that is too complicated and not worth it for what I need
I'll just pass over it lol
thanks again
trying to modify opex to use on a server, took the mission.sqm out of the PBO to add zeus but when I add it back in the base mission is broken, any idea how to avoid this
just create a new folder at the same place and copy eveything into it, you'll basically have a copy of the mission
tried this however the scripts (I think?) still fail to work
not sure if it is the scripts (kinda dumb xD) but its things like the intel board, mission page etc etc (similar to the role of petros in antistasi)
did you copy every file ? including the init or descrption.ext
yh
Hey chaps, does anybody know why it might be that the 'Open Scenario Folder' button in the editor doesn't work? I click it and nothing happens. Had this problem a few months back too but it disappear for a time
no mods loaded?
I'll check without mods now
You're a scholar and a genius, it is indeed caused by mods. Now I just have to sift through the 80 mods to find the culprit
good luck
you can disable half of them and see if it works, whether it does or doesn't you just have to go through half of the mods
idk where to post thgis since theres a thousand dif channels but like my scroll wheel menu/interaction menu or whatever just randomly stopped working completely i tried to restart my game, rebind keybinds and it still doesnt work its so stupid because i cant do shit in arma without the scroll wheel menu ๐ญ i was just in some random warlords server on a fpv drone when it all started
armaed so bad i cant even do basic stuff like assemble a damn drone ๐ญ
Does your scroll wheel work normally?
Try making a new Arma 3 profile and testing.
Continue in #arma3_troubleshooting.
yah
and thanks
I was wondering if anyone knows a script to hide the gps and compass on the map, the wiki shows you should be able to hide them but it doesnt seem to work on my end.
Just remove it from the inventory
Slight update. With no mods active the button doesn't work. Verified game files and redownloaded the game
Try creating new profile
You can test it this way too do3DENAction "FolderMission"
Fantastic, thank you so much.
Mods that act as a GPS and/or watch don't allow that but appreciate that sarcastic advice.
How was that sarcastic?
I checked the wiki, you answer with ''remove it from the inventory'' - thanks.
I'm asking to hide them on the map, not have the player not have a gps or compass.
Remove them from the inventory temporarily via event handler when the map is opened.
Hope that was not too sarcastic.
Cheers, will try this and the other chaps solution
I'm seeing people give this advice, and it being a solution to a problem far more in the last year, than in the last 10 previous years. Has a recent update been causing problems with profiles?
No idea but it has always been my first step of getting rid of any issues
Unfortunately, creating a new profile did not work, nor did @plain gale solution. I'm looking into how to stop certain protections of the document folder, as that's my next best guess (damn you windows 11!)
Didn't help either, woe upon me!
Can you try and move your profile folder via startup parameter to a directory where you are 100 % sure you have OS permissions?
Update, it's working. I loaded a mission file with a new profile, and ran the game as administrator. Thanks for all your help, this has been a headscratcher and a half
Oh, and the mission file I placed in a directory I knew for certain had no restrictions, though doing that didn't fix it. In truth, I'm unsure exactly what was the problem, so if anybody has the same issue, place the mission folder elsewhere (Not in documents), use a new profile and run in administrator
Oh dear, now the button only works once, and doesn't work again on repeat presses. Oh well, it's one of those things
Nothing in RPT?
Sorry, I rather fell asleep. I'll take a look now
Are You the real R3vo of BI?
?
Bohemia Interactive
I don't think he's bi
I don't think his sexuality was ever in question
(green) is Bohemia Interactive ( blue) is a Vet Of the Game
that makes Jorgito BI-curious still
BI Is Bohemia interactive
lol he was just kidding m8 lol
Yeah, what?
Yes, but he is the real R3vo.
Not the right channel but I figured I'd ask- Does anyone know how to adjust a loadout players spawn with?
I've set up a loadout in the editor and enabled respawns but when players join the server and select the spawn position they load in with the loadout of the unit they were originally spawned as
Either edit the loadout of the units you've marked as playable, or add loadouts to the config
That's the thing though- I've edited the loadouts of the units but when they spawn in they automatically get put in the respawn screen, once they load in through that it reverts to their default loadout
What units are they?
I think 3CB units have a checkbox in the attributes to stop that
No worries
anyone know where the apex missions are stored? there's something I want to look at in one of them
Arma 3\Expansion\Addons\missions_f_exp.pbo
thank you
can i download eden maps made by other players???
I'm not sure what you mean by "eden maps", but if you mean user made map, yes you can download them on the Steam Workshop.
On this note, I've noticed downloading from the workshop is a bit tempramental. If you play the mission, it'll be added to a folder somewhere of played missions. using PBO Manager you can unpack it to edit it
Is that the one from the campaign, or from the gamemode Old Man?
I don't remember seeing them in the editor.
class Land_Research_house_V1_F
class Land_Research_HQ_F
@eternal lava These are the ones
Yeahh, i have to write "Research House" not "Military House"
I have the damage of the brain
Thankss
TBH I unpacked old man mission because I could not find them as well๐
Hello guys,i-m trying to execute a script before editing with eden,is it possible?
Basically the script should hide some buildings on the default terrain,allowing me to replace them with new ones
I don't think it's possible to delete streamed building reliably. They will apear again after JIP or when walking away far enough.
is possible to setup a AI spawner using a trigger so I only want the spawner to spawn ai while player in trigger??
don't crosspost, thanks (I deleted elsewhere)
Uh but i actually deleted em,the only problem is that i'm not able to make the script executed while editing with eden editor
Hi, we cant see the lights added in Eden editor ?
Can anyone help me? I have some weird bug, when i get a solider, and i customize his loadout for example he had M4 and i gave him AK-47, and when i click on him and play, the ak-47 just dissapiers and m4 comes back
can you add details ?
- do you use mods ?
- how/where do you edit the loadout ?
- play where ?
yes i use mods, in editor when im placing tanks, planes and military personal, and i click on one guy, then edit loadout and choose what gun will he have
They should be considered as normal objects (?)
Turn on their simulation inside the editor @vast fjord
Maybe some mod has scripts to set loadouts on mission start. What mod are the units from?
Uhm anyone knows how to merge two missions ?
3CB does that unless you disable it in the unit properties, IIRC.
Does anyone know why in an Eden editor mission my gunship will hover in place most of the time?
When it doesnโt it wonโt use rocket pods and then hovers for a while again
Itโs set up to take off from a helipad, move under โopen fire keep formationโ to a move waypoint right next to a seek and destroy waypoint where itโs set to โopen fireโ
The targets are just infantry, is that the problem?
AI don't really know how to properly use rocket pods and stuff. They also can't spot infantry beyond a couple hundred meters, even in an attack helicopter.
Oh, ok
Is there any way I can try to fix that?
You can make a script that tells them about targets, forces them to attack targets, etc.
Oh ok, thank you
Iโm not really sure how to make scripts though
{group heli reveal [_x,4]} forEach allUnits;```If this does make a difference, it does mean the helicopter group were not able to spot the enemies on the ground
Ok, thank you
It still hovers in place after this but itโs starting to make some passes now
Thank you for helping
Am I supposed to put it in the init of the seek and destroy waypoint or somewhere else?
Wherever you can run
Ok, thank you
@strange estuary Not possible afiak
Anyone know if custom connections work okay yet?
hello! Im trying to load a mission file in eden but i keep getting "Error loading scenario". Anyone have a fix?
is there any guidance on load order if you are not using the Arma 3 Launcher but command line launch, I've been all over the wiki and the workshop and only see generic statements about a few rule about placement of mods in a par file.
If the mods are made properly, load order doesn't matter.
Place player unit in 2d editor before converting in 3d editor mission @languid eagle
Custom connections work well enough @snow quiver didnt test between object with and without an AI brain tho
They don't show up in the contect menu, are they only available with the commands still?
just made a post the second you messaged: https://forums.bistudio.com/topic/188144-custom-connections/
I havent checked with the release but in dev the option was there
Its not in the attributes screen tho
Right click then top of menu iirc
Yeah i'm not getting that. Maybe it only works for vehicles
Do you need to have it in units or so?
I got a config with like 10 of them in there and none show up ๐ฆ
You mightve broken them with the config :D
But they worked, in dev, on objects. In MP they might still have the issue where objects need an AI brain the 'remember' them
Im sorry, im on mobile atm
Cant debug :)
I see the first one has 2x marker tho
Afaik you cant connect markers still
well you can use 1 marker at least for random start
Ye i'm saying 2x. But i'm not sure about this
Connections might still be stored in the AI brain so 2x markers might not maintain anyway
@bronze goblet can't believe that the day you release the Eden update is the day when I'm at uni today, I'm guessing I'm going to have to wait to get home to try out the final release ๐ญ๐ซ
is it possible to add props to player hands then add them to vehicles
What exactly does it mean. Add props to player hand? I guess attachTo. Add them to vehicles? Maybe attachTo, too
I want to make mission where I have to go in get some big boxes carry them to vehicle then leave ??
use ace??
ok so no attach to trigger or anything
Does anyone know why in my group of 4 helicopters that are supposed to wait until a trigger turns on the engine 3 of them turn on automatically?
Iโve tried โthis engineOn false;โ
Sometimes just two will start
Do they need to always be in separate groups?
I figured out how to get around it but just spawning the troops in the helicopters
The solution I use is stripping them of fuel and giving it back when I need it
Thatโs a good idea
Thank you
Backup reminder !
I was working on a sp scenario for almost 2 weeks
Today i accidentally rewrite the file
So always have a backup file ๐
Everyone eventually learns this lesson if they work in the editor long enough.
How do i view ids in eden 3d?
Make a Git repo in your Arma profile folder ;)
Can anyone help me? I have some weird bug, when i get a solider, and i customize his loadout for example he had M4 and i gave him AK-47, and when i click on him and play, the ak-47 just dissapiers and m4 comes back. Here is the clip of the bug as you can see https://medal.tv/games/arma-3/clips/mCtyx8aRqNuB9JZ_r?invite=cr-MSx4Z2IsNDM2ODc0NTQ1
Watch Arma 3 Trimmed Clip 1 by vinnqq_1 and millions of other Arma 3 videos on Medal. #arma3
also this happens not only with guns but with gear, for example i want to put different helmet, and when i load in game it switches to helmet it was displayed that guy had before i selected one i wanted
Is the unit a 3CB factions unit?
Or from an ALiVE factions mod?
Your issue is probably happening because the base unit has a randomization script that is replacing your customization
Instead, use one of the vanilla factions and customize the loadout onto him instead. I.e. 'Survivor' under CSAT -> Men or FIA -> Men
I think every unit i have mod for are 3CB
Under CBA as general organ of it
Then this is your issue
This is your fix
How do i use vanilla factions? Im sorry im new to it it's been 2 months of playing it i don't understand it much
In editor search bar type in: class O_Survivor_F and place that guy down
then customize him
um where exactly? left search bar or on right
or somewhere else
figured it out problem fixed thanks โค๏ธ
does anyone know how to make ai actually use trenches? i got a mod that allows the ai to move around in them but like i want them to specifically use them properly without just me disabling their movement
i think DCO has something like that but i dont use dco
I don't think it will actually help, but worth a try
Why trigger possibly wont work when conditions are met? Trigger through one mission restart might work, and after another might not
Depends on the condition
player in area
from the star of the mission car, driven by ai, drives into that trigger and sometimes it doesnt activates
Make the area bigger
Not trying to be too technical, but basically only a part of a human model is taken into account
Also, Ai is not a player
ik
if the server is dedicated and the trigger is server only, there are not players on server
only a part of a human model
when the unit's feet/centre of animation is in the area
yeah ^^ I tried not to be too technical, but the actual explanation is simple enough
Having a bit of a problem with the AI automatically disembarking a vehicle upon startup. It seems to happen when I either drag in the infantry in two separate batches and when I use the change seat option to try to put the less important troops actually inside of the vehicle instead of sitting on the outside. All AI are in the same group here.
The problem is obviously with a mod, does it still happen with vanilla vehicles ?
Yes it does
Does it still happen with vanilla? Means remove ALL Mods and try to reproduce it
Yes, yes it does. Testing procedure: Spawn a CSAT mechanized rifle squad. Drag in half the squad, then the other half. Observe that on startup, some get out immediately.
The problem is that I want passengers in specific seats, which seems to break it and make them get out on startup again
What a strange vanilla bug...
It kinda look like so
Tried ctrl clicking units in a specific order and dragging all of those in at once, still broke.
In fact it seems to specifically require that you've box selected the units you want to be put in
Can't even do ctrl click or shift click on them without it then causing the issue
***- Hello guys am looking Mods ( Sheriff Arma 3 ) ***
@stray tendon You can find all mods on the steamworkshop for Arma 3.
I didnt find mods sheriff
There over 100.000 mods....... https://steamcommunity.com/app/107410/workshop/
Just search for sheriff and dozens of mods show up @stray tendon
is there a way to port a pbo file?
i dont wanna constantly reinstall an already installed scenario due to arma being old
What is "port a pbo files"? What is "reinstall an already installed scenario"? What is "due to arma being old"?
how do i export a pbo file
the thing used by scenarios?
ehh idk im trying to export dynamic recon ops's pbo file so i dont have to download it from the workshop again
because sometimes the game likes to reinstall it
but the scenario on the workshop hasnt updated since 2019
it doesnt really make sense to me
i already installed the scenario
i played with it before
why does the game reinstall it again?
Read a post declaring that they're sticking to A2 if the 2D editor is gone after Eden, and all I could think of was "so much emphasis on 'I' and 'we'"... i.e. "e never needed a 3D Editor because we knew after a while how thinks would work out in the engine" when we can already find countless examples of other long-time players who demanded one
wdym reinstall
i dont know it just reinstalls the scenario
thats the best way i can describe it
if you subscribe to the scenario on workshop, it will be sitting in the workshop folder and within the game's scenario menu (or as a scenario to choose when hosting mp). Arma doesn't "install" anything
idk man my arma's weird
If you alter how seating is assigned to the AI, it can sometimes cause problems. I've seen it with the SOGAI mod which has options to change how AI load into vehicles. Sorry, I meant to reply without the ping, but forgot to turn it off.
does xcam work inside the eden editor?
Question regarding dlcs and ppl in my group that dont have them:
I want to place map objects...specifically houses from livonia onto my blank map. Do ppl need t he Livonia dlc to see them?
as well as manure pile is one I use a lot
Props have no restrictions at all, both in missions and modded terrains.
my exported missions wont load in the new editor ๐ฆ
Does datalink share target information (knowsabout) or just sensor data? Can it be enabled for infantry?
I know datalink send works for infantry, but that the sensor panel does not.
I would imagine DL doesn't just receive sensor information because it works on the sensor panel even without the DL sensor (as long as you have recieve on).
I guess I wondering what is being sent? Can it function as an information sharing system?
Test
why does arma do this?
i already installed the scenario and arma's downloading some steam file again :/
How can I find ID's of buildings now?
On the 2d editor I was able to hover my mouse ove it. Is it a removed option?
When defining scenario attributes, where you can set the loading screen, is there any specific way of defining that? just referencing file name is not pulling the image
loadingscreen.jpg or something rather seems to not work.
not sure, maybe try putting quotes around it
Just tried that... no effect hehe
I feel like a noob again without my description.etx
ext**
You on #perf_prof_branch ?
Don't believe so
There was a fix for exactly that like, a week ago
Either you are on it and it broke it for you.
Or switching to it might fix it
Switched to it, did not fix it.
Hey-hey. How to setup an Zeus mission in Eden just like an original ones?
What is "an original ones"?
Check out my Patreon: https://patreon.com/user?u=5391037
Facebook: https://www.facebook.com/MilsimSyhrus/
How to enable Zeus in less than 2 minutes.
probably like how the official servers are set up I guess
I.. don't think in original zeus missions you spawning in unit when choosing zeus.
I mean, just blank map with Zeus module with forced interface, while players await for respawn.
IIRC you have a "Force Interface" or some checkbox in the module
Alright. Now, how to make players wait for respawn point, and avoid zeus being stuck in respawn menu?
you log in as admin
how do i edit vanilla missions like Stratis 10 Escape? wanna make my own but want to make sure its in line with BI original one
Unpack it and edit as you wish.
where from can i unpack it?
i tried unpacking the mission pbo's from addons folder but im not sure if im looking in the right place, only found campaign missions, firing drills and showcases
You should find it. Adding to the difficulty is the fact that the mission isn't called "Stratis 10 Escape" internally.
but i am looking in the correct place right
its MP_COOP_m01.Stratis in missions_f
thanks a lot!
https://community.bistudio.com/wiki/Arma_3:_MP_Mission_Names
helpful page when finding the correct names
Menu with position selection opens for players, but zeus gets stuck there, closing and opening this menu over and over.
Ironic considering that a bunch of the description.ext stuff is controlled from Eden now
Anyone know a method to make weapons static without the ability to pick them up? When I try set it simple/no-sim/etc - the interaction makes it snap to the ground. Simple object wont work as it hides it.
Yeahh that's just how it is
I don't even do disablesim/simple object to it, i let people pick em up
Ohhh, this could be useful

I'll give it a try but.. they're not static weapons ๐
you want to turn a weapon into a turret basically ?
No no, I just want to put weapons on walls as a display with no interaction at all. I've tried multiple ways, like putting invisible walls in front of them hoping to ''block'' the interact function ๐ but it just won't work.
oh ok
just put this SetDamage 1; in the init
yeah ... but until you are told you don't think of it
yeah
Haha wild, thank you so much.
I do that with watches and compass in my comp
guns and equipment do not have have a "destroyed" model, but when they are destroyed you can't pick it up any longer
I feel like I lost like 5 yrs of my life trying to figure this out and there's the answer haha.
I think I stole the idea from a comp on a workshop I used ^^
Haha that's how it goes sometimes, with the billion comps out there, you must've gotten really lucky with that.
yeah, it's not always useful but sometimes it is
#arma3_editor message could be useful to you too then
Wait what, that wouldn't delete the rifle?
I didn't know that
Nope it works perfectly ๐ Maybe if someone's using a GC but I don't so..
With some objects it can have a "special" effect, like triggering an explosion with explosives, but most of them don't
Yeah I'd imagine certain munitions have that.
Anyone able to help me reduce the fog / increase view distance in Arma 3 multiplayer? There is a limit in multiplayer servers that I make for me and my brother and we can't see shit when flying jets
I literally just want to reduce the fog
https://community.bistudio.com/wiki/setViewDistance ran for every player.
There is also a command to remove the haze. Dunno what it's called though
AFAIK, this can only be changed in the game settings.
players get their view distance ceiled by server's iirc, so indeed use setViewDistance on clients to override that
Where do i put setViewDistance 2250;
I havent got any idea how to use this
Im in the editor, made a mission for me and my brother, do u mind guiding me plz?
idrk what im doin
Open up your Arma 3 missions folder. This is usually C:\Users\ YOUR WINDOWS NAME \Documents\Arma 3 - Other Profiles\ YOUR ARMA NAME \missions\YOUR MISSION.Map
Read the article first.
Make a text file and rename it to initPlayerLocal.sqf (Yes, change the extension from .txt to .sqf) then open the .sqf in notepad and put in that one line.
Ah sweet ok and it applies locally or for all clients
exactly yes, because it's in initPlayerLocal.sqf which arma knows and runs automatically
No need but thank you for the offer lol
you just put the view distance to 2.25km, increase the value if you need to
aaand gone.
I think he meant the wings folded lol
Once, I sling loaded the stealth drone while its wings were folded and dropped it and flew it around with the wings still folded.
Can I have a #arma3_feedback_tracker ticket for this, I can't keep track of it in here
Issue already has a open ticket here: https://feedback.bistudio.com/T174055
Do you want me to open a new ticket, or should I add further details to that one?
Oh its that old
no don't need a new one then
But the description doesn't match your repro,m you had something with moving some out and back in?
where are my saves...... they were there yesterday, and the files still exist. why's the game just all of a sudden not detecting them?
Did you switch Arma 3 profiles or something?
Yes! That was it. How can i transfer the save now so that its available to any profile?
It was on the default steamuser profile
Copy and paste it.
thanks so much
does anyone know how to get a build ID number in the eden? it was in the old editor, can't find it for some reason
the general advice is not to use them anymore
theres better ways now
if you absolutely have to: str cursorTarget splitString ": " select 1 (credit to /u/MosesUK)
Hi guys
I'm trying to create my first eden editor mission
Basically I want a hostage rescue mission with an enemy QRF that will automatically reinforce when the combat starts
I know how to set up a garrison and patrol functions for the AI in Zeus (not in Eden tho). I can give a the hostage the arrested or surrndered marker (can't remember exactly what its called) through zeus as well
But for QRF's, I only know how to set up LZ and RP points and then spawn said QRF - I was hoping to have a group ready, that waits for combat to start before it moves into position.
I tried using AI to help create the mission buuuut...I'm not sure if it's working right, it says to create a hold marker on the eden map and drag it to the QRF group and include a bunch of other stuff - but the hold marker isn't actually being added to the map or the group so idk
Never use generative AI for this stuff. It will only do it wrong.
You can manually set up the garrisoned infantry and patrols or use a mod like 3den Enhanced if you're lazy. I recommend using Search and Destroy waypoints for them.
To do the hostage, you probably just need to set their animation to whatever and revert it when the player rescues them.
You can make the QRF have a hold waypoint and use a trigger with whatever property that has to do with triggering waypoints and set the waypoints activation to the trigger.
got it, thanks
As mentioned by Joe, it's best to stay away from the AI generated stuff, it's unreliable.
The best way to learn how to use the Eden editor is to watch tutorial videos on youtube.
Okay thanks
this might be a stupid question, but the voice chat in arma 3 is just too low quality to provide the right kind of immersion, is there anyway we can fix that / raise the bits of the audio?
Lotsa people just use tfar/acre instead
that requires teamspeak 3 right?
Yes
But that way you have full control over quality
Cant recall the last time ive seen anyone use ingame voice tbh
it's complete ass ๐ญ ๐
thank you for the help
i'll look into setting up a ts3 server
@queen vapor what better ways are there?
if you use ID's it might break when the map gets updated
using a gameLogic that checks for nearestObject is probably the most fool proof way
i think there also was another command in the works to reliable grab objects that dont have classnames
Thanks
how can I make 1 of decals seem on top of the other? I cant find anything with which I can control layers
Can't control it
I reloaded my save and now all the textures that were on the lover level moved on top๐ญ
is it possible to change p3d or smth to be able move it on z coordinate? some of the roads in vanilla arma made with decals and some are not
It would be cool if the layers sorted the decals as far as on top or not.
I'm not sure if the engine would allow it
Good Morning mates, do someone know how I can Pitch, Bank and Yaw a object in the 3D Editor? Thanks in Advance, have a great day everyone.
I mean, somehow it decides which texture is on top and which is on the bottom
It appears that we can't merge missions anymore ?
@dim kindle Select the "rotation" tool (switch by pressing Space), then rotate along the axis you want
Dont gui buttons layer in the order theyโre created?
also it works normally on maps (altis airport)
Hello, anyone know how to make an ai sit in a chair? I don't need the sit animation, I just want the mission to start with him sitting and he will stay seated the whole time. I'm a noob btw.
Under Attributes, does anyone know how to path an image for mission load screen? It says enter path, but not how to define it specifically. I've tried entering file name, added quotes "", no luck.
@tender burrow re: merges: https://forums.bistudio.com/topic/187777-is-the-3d-editor-mandatory/?p=2982761
Oh my god, thanks
just saw eden shows on the bottom that you are on singleplayer... And on server it shows on server... is multiplayer editing possible now?
nope its not :/ well then ill stay with zeus on that ^^
Hello guys, i think my brain is going up in flames any second.
In vanilla Arma 3 there is information sharing between groups or when a group finds dead bodies???????? I have a test scenario which starts with me spawning next to an Opfor group and being invicible, i can quickly kill them. I then teleport my character about 300m away and wait for a second opfor group to arive at the site where i just killed the first one.
While group two is still on the way there knowsabout value about me is 0 and getHideFrom returns [0,0,0]. Once they get close to the dead bodies the knowsabout suddenly jumps to 1.5 and getHideFrom returns coordinates, which are very wrong though.
Was it always like that? Is that a bug? Im currently running no mods but i recently had a few installed to play with a group, did uninstall them by now though. In the main menu it also says im running no mods. I also don't have any scripts running in that test scenario.
I have over 8000 hours in this game and im currently completely flabbergasted
@gaunt wigeon https://community.bistudio.com/wiki/Talk:getHideFrom
what is it you want to happen: you did not say
From my knowlegde usually AI does not react to dead bodies. At least i could swear it was like that in the past. But now they suddenly after finding dead bodies suddenly get a knowsabout value about the player. Was it always like that?
as far as i know i never saw enemy react to dead bodyies unless it was a soldier from thier group
Sadly nothing in the documentation really explains whats happening. From what im observing right now, either the dead bodies let the knowsabout value of the new group jump to 1.5 or the already dead group does share information with the new group despite that to my knowledge never having been a feature in Arma 3
that could be from the FSM maybe
but im kinda woundering how a dead group could share knowledge ๐
i mostly never worry about enemy's knowledge of anything: i just let them do what they will do and so on: then of course i fight them ๐
and i react to whatever they do
most of the time i spawn enemy in as needed: and i made many diff enemy patrol scripts: that i exec on the enemy
Overall the current behaviour isn't really a problem. Im just a bit worried my game is broken and some mods didn't properly uninstall. I did already verify my files but it is still happening
unless you want something like this
{
_x forgetTarget Car1;
sleep 3;
_x reveal [Car1, 4];
} forEach units _grp;
no your game is working fine
Im making a multiplayer mission, and I am using a lot of small โremove terrain objectโ modules to get rid of individual/small groups of trees and bushes. Should I operate them locally or globally?
Locally's always better for multiplayer
Global hide commands end up in the jip stack and run on server, so unless you need to do something else with those objects, local is ideal
It even tells you that in the tooltip for the hide terrain objects module ๐
Thank you!
anyone have any idea what the heck this icon is on the esc menu? this is a zeus mission, and for some reason it just... is overlayed over another button but i cant read what it is
my screen also keeps like, 'refreshing', the same thing that happens when you open the zeus arsenal
"this icon"
I don't see any icon
Someone know how i can use Land_BriefingRoomScreen_01_F (TV1) like briefing screend. The images look really bad
It's because the aspect ratio of that picture is 2x the size.
As in, instead of being 1024x512 it's 1024x1024, you'll have to check the original file. I remember it being a bit difficult to properly make pictures for it.
I have tried all the measures since neither Gemini AI, Deepseek, nor Claude have been able to help me solve this issue ๐ but I have seen in collaborative missions that they use it and it looks spectacular
If I remember I'll give it to you later ๐
thanks a lot
hi, i'm currently working on a warlords game with zeus enabled - it's not working very well
if i start as game master, the game doesn't start as warlords and all players spawn in the water / black screen
if i start as a player, it starts as warlords but kicks me out of zeus (accessed through Y menu) and prevents me from re-accessing it after like 5 minutes
The texture size is 2048x2048, so you need to have it doubled on the picture, 2x 1024x1024 underneath eachother. I would recommend using a different screen if possible and perhaps using a scaling method/mod to change the screen size.
but i put the image 2048x2048 but look the same ways
Standby
Like that, if I remember correctly.
Try that ๐
Might have to change the format tho
But there's no way to force the image to change from 1:1 to 32:9
you use the top part to make it look like 32:9.
Land_BriefingRoomScreen_01_F and Land_BriefingRoomDesk_01_F share the same texture.
this is the original texture.
guys i wanna fly the ka52 solo but when i move the tgp the heli moves too is there a mod or a solution for seperate controls?
hi, i'm currently working on a warlords game with zeus enabled - it's not working very well
if i start as game master, the game doesn't start as warlords and all players spawn in the water / black screen
if i start as a player, it starts as warlords but kicks me out of zeus (accessed through Y menu) and prevents me from re-accessing it after like 5 minutes
I don't think so.
dammit
wrong channel
try #reforger_questions
My question does not pertain to Arma Reforger - it pertains to Arma 3. I thought that evident by how much i mentioned Arma 3 specific content
Uh, Warlords an Zeus are game modes only in A3 ๐คจ
Yeah... not sure what this guy's on about.
I hope it not yet
game master is a reforger mode. zeus is zeus. People don't really mix these, hence this confusion I guess.
game master is a module in the arma 3 editor that corresponds directly to Zeus
it's a very relevant component
That sounds like mouse flying competing with camera controls
Try double-tapping Alt to enable freelook and disable mouse flying, instead flying with keyboard or joystick
I believe he is talking about the targeting pod, if that's what he is talking about, it's normal behavior, you can't control the targeting pod while piloting in almost all helicopters.
The LControl + RMB targeting pod or the gun turret? At least for the all of the base-game attack helicopters, (only) the pilot can control that while flying. Not being able to control the gun turret is an engine limitation, AFAIK.
so quick question, I want to make the AI actually somewhat smart, and im looking for a mod that does just that, ive seen AI paths, Real engine enchanced and smart combat AI Realistic reactions and tactics.. anybody have a decent amount of experiance to note what works the best and seems well logical and fair?
The AI are already smart if you set them up right, and mods can't make them much smarter than they already are.
I mean being real with you, without mods ive seen the AI Ive hosted multiple missions, they randomly can see ppl thru walls,, start shooting thru walls... they run crouch turn like they are playing on a controller and then shoot, if thats called smart idk what to say-
unless your saying ai are smart in terms of cheats then yeah-
Those are bugs and related things which don't really have to do with being smart or not.
They also are engine things that can't really be changed by mods.
if you're hoping to find a fix for some of the AI problems that exists in this game... yeah, good luck, or you can learn how to set up them right for the type the scenario you want. Gamemodes like Antistasi have they own AI changes, but even those changes can't fix some of the AI issues of the engine itself.
In my ops I use Lambs_danger (DEV) mod, but I still use a lot of AI related commands to set them up the way I want.
hi, i'm currently working on a warlords game with zeus enabled - it's not working very well
if i start as game master, the game doesn't start as warlords and all players spawn in the water / black screen
if i start as a player, it starts as warlords but kicks me out of zeus (accessed through Y menu) and prevents me from re-accessing it after like 5 minutes
Ai don't see people thru walls; Ai just guess your path and keep shooting to see if they can get you
Is it permissible to ask anyone to join a server I am running some curated missions on to get feedback and just for the fun of it in this discord?
I make a lot of editor missions on priarie fire and would be thrilled to have some guys run them with me
Man I just caught A lot of grief in another discord for asking the same question so im trying to learn lol
!lfg
Are you looking to play with people?
pick one channel:
#looking_for_game to tell others you want to play
#looking_for_unit to tell others you are looking for a group
#communities_arma_reforger or
#communities_arma3 to browse through advertised groups
Note: Please follow the templates in those channels (if applicable), and do not use them for discussions.
Why does AI walk through walls thatโs so annoying
There is some mod to prevent this
Which?
this one
https://steamcommunity.com/sharedfiles/filedetails/?id=3690448001
but i remember there was another one
Thank you bro, find the other one for me please
Now that sounds like a good Mod -- NoClip
It doesnโt even work
Hi
Can someone help me with triggers for arma 3 i wanr to.make mission but i dont know how work that.
Does anyone have an inkling of an answer here???
AI has a known issue phasing through walls they don't know about, like some modded buildings or zeus-placed stuff
No phasing mods can help, but there is no certainty
This will show you how to create a basic mission with three tasks from start to finish.
This is the link to the additional files for your mission folder.
https://drive.google.com/drive/folders/1EcEI2bZ3qnNh-vkFbsa9-pbqwizajFOj?usp=sharing
For a mobile spawn (on Squad Leader or Vehicle) see this:
https://youtu.be/sIZ9iOKMD5Y
Please like, share...
Thanks i will see the video
this guy OnlineCombatBN has a lot of great tutorials
Anyone doing tutorials on eden outside of BI?
yes I know a search will prosper but I looking for somewho is doing them for the release and not beta.
what are you looking for, tutorial wise?
Just want to follow...I already completely overhauled my Exile Mission and My GOD it was MUCH easier. Looking for basics like Bargates opening for only vehicles and not players.
simple stuff.
bla bla for me #arma3_editor message
@plain gale you'd probably know.
Attribute init scripts need to be wrapped in spawn, for multiplayer if they use global commands on the unit?
Does that sound right?
Like setGroupIdGlobal, sets the callsign. But the Attribute script runs before the group/unit's network ID is established, so no global effect commands can be used in attribute scripts?
that would be the same as in the 2d editor
its just code
the only thing that really changed is description.ext is partially in the mission.sqm now
and of course the virtual arsenal integration
Makes sense when using the init attribute of a unit.
There should be one for the group as well though and I'd expect the group to be fully initialized at that point
I don't use the init attribute at all. :/
Not sure what you mean by init attribute.
I mean this
Cfg3DEN >> Group >> AttributeCategories >> Init >> Attributes >>> Callsign
which adds a script expression that runs server-side when the unit is spawned, to apply the attribute to it
Oh this one.
I haven't had any issues yet with global commands and I don't use spawn usually.
But maybe your case is special
Just found out why its special... UGH
Specifically entity attributes, these https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#General
Its documented that it runs server-side only, but not documented that it runs so early, that any global command doesn't work.
For example if the setVariable in the example were made public, it would print "Ref to nonnetwork" into log and fail to send it to players.
Network ID's of groups and units are initialized after all the attributes executed
That part is not noted on wiki.
Its only for groups.
Vehicles (also units that kinda somewhat go like createVehicle) have their ID assigned right after they are spawned, during the Eden mission init.
Groups, get initialized with a null ID, only after all objects are spawned, and both init passes ran through (attributes are in first pass), and the init scripts ran, and the postponed init scripts (the "init" attribute, as you mentioned) ran, do the groups get network created and assigned IDs
So only group attributes are F'ed
https://feedback.bistudio.com/T117142 You closed the ticket two months ago (to the day ๐คฃ )
But its not fixed
You assigned it to yourself, that's funny you can keep it ๐คฃ
I'll revisit in 2.24 maybe. Its either wrap in spawn, or overhaul the whole group networking init..
Always surprises with eden editor code
Ah. This ticket is auto assigned to me when I change the status to resolved.
hi, i'm currently working on a warlords game with zeus enabled - it's not working very well
if i start as game master, the game doesn't start as warlords and all players spawn in the water / black screen
if i start as a player, it starts as warlords but kicks me out of zeus (accessed through Y menu) and prevents me from re-accessing it after like 5 minutes.
I'm looking for some help with merging zeus & warlords
any experienced mission makers want to help me learn how to make good missions
It depends on the kind of mission you want to make, what you specifically need help, and how you want help (specify).
I want to learn how to use the tools available in the eden editor in order to make well designed coop missions for my friends, i also want to make missions for a unit one day but i get stuck trying to google stuff and give up every time
You should start here.
#arma3_editor message
is there a way I can see a list of all gestures the same way I can see all animations? (honestly not sure where to ask this but the animation library can be accessed through eden so this is my best bet)
Either of Artwork Supporter's Animations Viewer supports it, if that helps
Okay, so I'm working on a series of singleplayer missions to be played in order like the vanilla campaign. With that being said, I am having issues with my AI's names, as well as the player character's name being overwritten with my profile name when I start the mission. The player character is supposed to be named "Hawkins", and the fireteam he is associated with all have their own individual names. For the sake of things, I'll only use the group leader (Who in this circumstance is joined to my character for sake of example) who's name is "Alexis" as an example of the issue.
I go into the "Identity" section in the attributes, and then I input a custom name. when I play the mission in singleplayer, that name is changed from the one I set. Do we know how to fix this? I haven't done any changes to these characters via mission file or anything like that.
I am using 3DEN Enhanced ONLY, no other mods.
See attached screenshots.
and yes, I tried this setName "Alexis"; on the AI's "init" section, and it didn't do anything.
After further messing around with the Changing AI Names issue, I found out you can get away with:
this setname ["Alexis", "", "Alexis"];
Essentially requiring you to fill out a Three-variable version of the setName variable instead of the single variable version of it suggested by a number of threads.
this setname ["FirstName LastName"]; = ๐ซ Doesn't Work
this setname "FirstName LastName"; = ๐ซ Doesn't Work
this setname "FirstName"; = ๐ซ Doesn't Work
this setname ["FirstName LastName", "FirstName", "lastName"]; = โ
Works like a charm
(Yes, you can leave the first name or last name variable completely empty, as long as you have the quotation marks)
Just for anyone who comes after me looking for the same answer.
The confusing part is that a unit has 3 name variables.
name, firstName, lastname.
Your first 3 variants don't work, because they only set the "name", but the UI displays "firstName+lastName".
It only uses "name" if firstName and lastName are both empty strings (Which by default, they won't be, unless you set them)
So this setname ["FirstName LastName", "", ""]; should also work
And if you do that once to clear them out, this setname "FirstName LastName"; should also start working
You, sir, are a legend. I read through about 15-20 threads suggesting the second and third variation be used.
how do i make a respawn point for players?
how do i make it so players dont respawn with the default loadout of the unit they are playing as?
Same link as above.
Just end of that is
https://community.bistudio.com/wiki/Arma_3:_Respawn#Respawn_with_Original_Loadout
And there is death load out after that
if i do death loadout it is the exact equipment they had on death right? including ammo count and picked up items
thanks
I just created a faction with alive orbat. I have made the files and shit and now i have to pack it into a pbo. I installed pbo manager and i get the option to create a new pbo by right clicking open space in the folder but i am unable to pack the folder into a pbo
amyone know where to find this weapon
IIRC, it's the CUP mod's OICW.
ah yes cool thanx
the only thing that really changed is description.ext is partially in the mission.sqm now?? Context please.
A lot of description.ext stuff is now directly editable in Eden. You will now find stuff like:
class ScenarioData
{
saving=0;
disabledAI=1;
respawn=3;
respawnDelay=5;
class Header
{
maxPlayers=24;
};
inside the mission.sqm
I have a question. Is there a way to spawn an ammo box in the editor that is completely empty and start adding from there. Instead of having to remove every dang item in it.
I have a hard time landing the Kajman helicopter. It tends to drop fast suddenly and crashes without warning from hover. The vertical speed is low so it's not vortex ring state. Close to the ground there often seems to be no ground effect to cushen the landing. Coming in with some horizontal speed helps a bit, but on oneven ground, that can be problematic. I'm good with the other helicopters, I fly with HOTAS and advanced flight model for years. I'm open for advice to improve the landing ๐
I suspect the flight model of this early arma vehicle might be buggy or not optimized? I put the question in this category, because I'm wondering if it's even worthwhile to create a mission with the kajman if landing is this hazardous. ๐
I don't think vortex ring state is simulated, and ground effect is barely simulated. I can never find a decent curve for the collective, no matter where I set it, so I find the helicopters to be prone to dropping suddenly when reducing collective.
VRS is simulated.
OK, good to know. Having flown helicopters in DCS, which way over does it with VRS, I'm always very careful with the vertical speed. In A3, I have gotten a sudden drop regardless of vertical speed, as the collect curve seems so unpredictable. I wish we had a lot more control with setting the collective curve.
Now that you mention it, I kind of remember thinking that the Kajman felt pretty underpowered.
VRS is pretty well simulated in Arma overall imo, when you drop fast it can help to point the nose down to generate horizontal speed to get out of the VRS.
Yes the Kajman feels terribly underpowered, in my landing attempts I basically use the highest 5% of the throttle to control altitude and even then crash half the time. A very different experience compared to the Huron or Taru. I've experimented with the throttle curves as well, but it didn't help.
Ok I set the helicopter flight model from advanced to normal in the game options, and it makes the Kajman much more managable. It's a shame, but a reasonable workaround. My conclusion is that the Kajman flight model was never properly configured for the advanced flight model.
For brevity I only talked about the Kajman, but actually the Blackfoot has the exact same problems, which is even weirder since imo it is supposed to be a powerful, agile helicopter. This helicopter is also fixed by switching to the normal flight model.
Anyone used the Official Project apache on a respawn module before? Trying to get it to respawn with its FCR and Brit kit added + 40% fuel instead of 100% fuel.
Spawning it with addAction and "fcr_enable",0,"msn_equip_british",1, "pdoor",0,"gdoor",0 adds all the righth addons but I can seem to get it to work with reduced fuel and garage config via the respawn module
how do i make reinforcements come on a trigger?
Have them start off with a hold point that the trigger activates.
how do i make the trigger activate the units orders? is it as simple as syncing the first order to the trigger, cuz i havent been able to make it work
Make the trigger type Skip Waypoint and connect it with Set Waypoint Activation, IIRC.
nice thank you, how does the Get in vehicle node work exactly i cant seem to make them get in their transport they kinda just freeze up
Get In or Vehicle Get In?
Vehicle Get In is for one vehicle to get into another vehicle.
If you want a guy to get in a vehicle, use the normal Get In.
ok thank you
it works now
is there any smart way of making ai garrison buildings or do i just have to manually plop them into the rooms?
There's some editor mod that does it for you.
Lambs Danger AI mod has a module to do just that
anyone know any good Eastern european/ Russian PMC mods that isnt wagner? i prefer fictional stuff when it comes to PMCs
You've got Raven Security, they are in the Aegis mod
Monarch Vanguard mod has Red Wolf Security.
So i've been using Kolovian's AAS Mod. And I'm stuck on the section where I'm copying a units custom loadout and I'm specifically stuck on where it is telling me to copy the resulting text into the CBA textbox. I'm probably not looking right but I can't find it
How do you change the sides of a Praetorian 1C? Can't seem to be able to use the group to method like you can with other stuff.
Any turret has an AI or a guy inside, you can change his side
They do once they're spawned but not while in the editor
They do
Can't access my computer rn, but on the left in editor there is a list of things placed, you can find the gunner there
There very definitely is not.
Only once the scenario starts do they appear to zeus
If nobody helps you in the meantime, I'll send a screenshot when I'm at my pc
crew this join createGroup SIDENAME?
Sounds like the mod adds them via init script. Weird
@tame plaza
that (#arma3_editor message) or
place it without crew
place inside AI of any side
profit
Eh, I've figured out a workaround for saving it as zeus at least. Just not in the editor.
Is there a way to be able to use custom compositions saved as zeus in the editor?
I'm really confused. I thought Eden was supposed to be backward compatable with previous missions. (Or at least I could swear I read that somewhere). But there's just the 2D editor icon under old missions. Any clues, or was I mistaken?
Hello, does anybody know if it is possible to have full functionality of units (and by that I mostly mean custom features such as an option to fold wings in aircraft or use the hmd visor along other custom options in fir's F-16) while in Zeus/Zeus Enhanced? Also I am sorry if it's the wrong category I'm writing in.
if the mod's scripts are coded for player then no. It would need to be created with this scenario in mind.
Is there an AI behaviour to get into a vehicle if they are heavily injured?
Seems to be what ive stumbled across and its very annoying. lol
Hmm maybe not. Even though max health they have started doing it again...
I have a squad roll up and get out of the car but they command one random dude to get back into the car no matter what i do.
Unload AI Mods
Im making it for a group and they specified they wanted this list.
Was hoping people had any ideas on how to prevent it.
Guess i could have the getout waypoint disable the vehicle
Nah that just made more issues. I guess i will have to make them all their own squad and link the waypoints so it seems like they move together
cheers
Or just unload AI mods to see what's causing the problem?
I dont really see the point if they will refuse to play it even if i find out what one is the issue.
to find out of its a vanilla thing or a mod thing... if its a mod thing they might have it documented somewhere, or not and you can play without it. or change the mod depending on the license. You're asking a super generic question while we know none of the mods you're running
I get that its generic and doesnt solve the root problem, i was just fishing for ideas and if anyone had a clever solution.
it's the dev that should decide what mod goes in the list, not the players, if you found out issues related to a mod, you just need to explain to them why it's being removed.
How do I spawn a composition without it conforming to terrain?
I think I figured it out
you can convert them into a 3DEN mission
How did I do spawns for players in a small op I'm making?
i think you wanted to say: how do i do Respawns for players
// in the Description.ext
// you put
respawn = "BASE";
// or
respawn = 3;
// and on the map where ever you want your players to Respawn
// you put a marker named
respawn_west // if you are the west team / Bluefor team that is
but this will only work in MP
there's other ways to do this: but i would start with this way

