#arma3_editor

1 messages ยท Page 27 of 1

sinful zenith
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I'll be positively surprised if we have one anyway

plain gale
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Alright, things from today/yesterday should be documented.

plain gale
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@sinful zenith Both Context Menu and Attribute Conditions now got the new conditionScriptsimple expression, right?

sinful zenith
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Yes

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No

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The simpleExpression is script
conditionScript is the name of the config entry

plain gale
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Any magic variables passed to the condition?

sinful zenith
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Attribute condition has _this be the entity, and _thisType type as string (I think same type as create3DENEntity command)

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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

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context menu should have _this be the entity under cursor, don't know if it has _thisType. It should

plain gale
plain gale
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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.

plain gale
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scenario attributes have no condition, right?

sinful zenith
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Probably ๐Ÿ˜„

plain gale
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Gonna test that.

nocturne island
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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

fresh oracle
nocturne island
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nothing happened

fresh oracle
nocturne island
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thanks a lot

plain gale
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So I have tested the Context Menu Shortcuts and cannot get them to work. Is that on profiling already?

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Can you give me the complete list as text file? I wanna update the wiki.

sinful zenith
plain gale
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Hmmm

sinful zenith
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Screenshot is the full list

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Can't give as text till tuesday

plain gale
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ok, that works

plain gale
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EditListand isEditListwere removed by you, correct?

sinful zenith
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I think so. I am unable to be informative on weekend

plain gale
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All good. Just ping me whenever you are back at work and got some time.

thorn olive
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hello guys does anyone know how to make black screen for players so i can get them to place without knowing the road?

jovial ingot
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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

zinc scroll
#

Is threatening to doxx someone considered grounds for a ban? notlikemeow

small patrol
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?

spark cedar
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or the side you play as

jovial ingot
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this is the info I have in the module:
Type: infantry
Side: BLUFOR
Show to: Everyone
Notification: Enabled

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tried to sync it to a vehicle but doesnt get any option to respawn

spark cedar
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did you place a playable character ?

jovial ingot
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yes

spark cedar
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I have to go now, I'll be back later

spark cedar
# jovial ingot yes

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)
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all of the above are correct ?

plain gale
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Looks correct. What if you use a respawn marker instead of the module?

spark cedar
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not for me, it's a list for @jovial ingot

jovial ingot
spark cedar
jovial ingot
spark cedar
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that might be the reason
de-link your playable character and your respawn point, does it work ?

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I think the proper word is unlink, not de-link

jovial ingot
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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

spark cedar
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it happens to the best of us ^^

jovial ingot
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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

spark cedar
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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)

olive jolt
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Hi, quick question. Is there any way to achieve the โ€œsemi-destroyedโ€ effect from the module on a building placed in the editor?

spark cedar
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when you open the module, you can choose the state

olive jolt
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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.

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But it seems they are hidden.

spark cedar
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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

rain token
dawn lotus
frail coyote
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Is it possible to make a warlords mission where BLUFOR takes the place of the independents, that is, the bots that defend the sectors?

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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

modest tree
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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?

olive jolt
cunning token
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so the get3denattribute returns an array with a string in it. it seems to wrap everything in an array ๐Ÿ˜ฆ

sinful zenith
plain gale
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Don't think so. I set a few tickets to resolved, but I guess I missed that one.

sinful zenith
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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

plain gale
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But wasn't it exactly that?

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Hmm weird. That guy from the ticket claimed that it has been working before ๐Ÿค”

sinful zenith
# plain gale https://community.bistudio.com/wiki/User:R3vo/Sandbox2 this is what I have now. ...

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

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I've fixed hoverobjectattached in next updoot

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Your page "Hover0bjectFlying" is a 0 not an O. That is so tricky it may aswell be intentional

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"HoverFolder" is also never set.
Maybe an old name for layer. I'll remove it

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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? ๐Ÿค”

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

sinful zenith
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Custom connections cannot be copy-pasted notlikemeow
And are also not stored in compositions (which is just copy-paste)
The script sample with game crash, still crashes the game ๐Ÿ˜„

plain gale
plain gale
sinful zenith
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I think there is no event for the connection being removed though.
Besides the object specific event

plain gale
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That sucks then.

sinful zenith
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I don't know I didn't read

plain gale
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Yeah. I remember pretty much the same text from the wiki

sinful zenith
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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

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So I'll add one then..

plain gale
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Does delete fire when you delete one of the entities and when you delete the connection line?

sinful zenith
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You mean the new one I'll be adding?
It.. should yes

plain gale
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Just making sure.

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Undo does trigger the delete action as well I guess?

sinful zenith
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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

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Now the next thing is

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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

plain gale
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Should work similar to the deleted one

sinful zenith
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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

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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? ๐Ÿ˜ข
Why do we need separate array entries for module and object. This is annoying

plain gale
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I guess it's the format of all3denentities?

sinful zenith
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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

plain gale
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Idk..I certainly see no point.

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It just should be consistent with other events imho

sinful zenith
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OnConnectionRemoved [type, item0, item1]
OnConnectionAdded [type, item0, item1]
blobdoggoshruggoogly

plain gale
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Yes

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it's entity though instead of item if that matters

sinful zenith
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internally we call them item. You can write on wiki whatever you like ๐Ÿ˜„

plain gale
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Really?

sinful zenith
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Well you can connect to a marker. Which is a string not an entity

plain gale
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Everything inside editor is called entity

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At least for public docs.

sinful zenith
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Internally everything is an Item

prisma oyster
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ye, Editor Entities

plain gale
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You can name them Schnobble internally if you like

sinful zenith
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No Schnobble

plain gale
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I read that somewhere in Karel's code. Maybe it was written slightly different

sinful zenith
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undo/redo does not fire notlikemeowcry
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"];
}];

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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 ๐Ÿ™‚

#

Am I finally done with the connection stuff now? ๐Ÿฅบ

plain gale
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Depends. Gonna test it once it's.live

sinful zenith
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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?

plain gale
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Is it attachTo like the script command?

sinful zenith
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I think its nothing

plain gale
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That's why it was probably never added.

sinful zenith
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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

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AttachItems/DetachItems exists

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But is never actually handled, so it doesn't work either

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Only waypoints are ever attached

sinful zenith
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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

plain gale
#

I see..will test that.

plain gale
# sinful zenith R3vo I think you asked about conditions for mission attributes? In class "Missio...
/*
    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.

sinful zenith
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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

sinful zenith
plain gale
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I can send you one later. Still at work.

plain gale
sinful zenith
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๐Ÿ˜„

neat iris
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Dumb question, does just a default "door" object exist or something similar? Trying to make a custom little building esque thing

small patrol
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Nop

neat iris
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How deeply unfortunate

small patrol
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I also don't think I've ever heard of a Mod adds just doors

sinful zenith
scarlet crystal
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What do you krank in a krankenhaus?

sinful zenith
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Its krรคnk sir

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To test if my updater can handle unicode correctly.

kind prism
primal wave
#

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)?

fresh oracle
primal wave
# fresh oracle 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.

fresh oracle
primal wave
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Aye that's what it said in the BI Sensor article. Bummer we're not able to access it another way.

primal wave
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Adjacently: does anyone know if synched radars call out/reports positions of enemies (on the map) to the player?

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It doesn't look like in my personal testing.

fresh oracle
wet nest
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Alright I donโ€™t know where else to ask and I canโ€™t 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?

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I have also lost my ability to access ace arsenal whilst in the mission

spark cedar
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It's likely caused by a mod

jovial ingot
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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 ๐Ÿ˜…

small patrol
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So that you can drag and drop in Eden Editor?

jovial ingot
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Yeah, and also use them as a faction so I can use them as enemy soldiers using drongo map population mod

small patrol
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You need to make a Mod that configured properly. This is not just an Eden Editor thing anymore

jovial ingot
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Ah man, ๐Ÿ˜„, thanks for answering - I'm too stupid for that stuff haha

small patrol
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As far as I talked, you are not. You are capable of ask and listen to the answer

spark cedar
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I think Alive as such a tool that allows to make custom factions

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never used it tho

untold smelt
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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

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along with that is it possible to make certain units reinforcements to aid other groups

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i am running hal nr6, ace and lambs

spark cedar
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you can disable the simulation of said squad and trigger the simulation back when you need it

untold smelt
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i'd prefer a method where i dont need to go in-'n-out of zeus

spark cedar
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you don't need to, you can set up a trigger that activates when a condition is met

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that condition can be players spotted, or presents, or if a guy is killed, and many more

untold smelt
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hmmmm i had a bad time with triggers, actually every single one of them

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they simply dont work

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from doors to making people move

spark cedar
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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

untold smelt
#

right, ill see what i can do on my end by using triggers

untold smelt
#

yeah, add me

night crystal
#

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.

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bit of a neato tip for those trying to have a big momentous buildup leading into single player combat scenarios

spark cedar
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or you could group them up, set the formation to column, and give one move order to the group leader

night crystal
restive skiff
# jovial ingot If I have created some neat loadouts for a few ai soldiers, how can I make so th...

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

restive skiff
jovial ingot
night crystal
night crystal
tame spruce
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is keyframe animation chopped in profiling branch only?

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has only this option

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when it should have this

jolly bone
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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?

jolly bone
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nvm solved it it seemed to be the modded heli i was using for some reason

plain gale
chrome niche
#

Triggers only rotate in 2d ๐Ÿ˜”
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 ๐Ÿ™

plain gale
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What's the use case?

chrome niche
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Using inArea to define areas that are on sloped terrain (such as tunnels / stairs)

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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 arma3launcher

sinful zenith
indigo mauve
#

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?

dawn lotus
indigo mauve
indigo mauve
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I need help with the AI in general, Getting them to move and chaining actions.

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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.

indigo mauve
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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.

indigo mauve
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I think I figured it out. Apparently I HAVE to group the squad to the vehicle I want to get into.

slow jewel
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lol like a bunch of morons hahahaah that was funny: ๐Ÿ™‚

indigo mauve
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Guess I didn't figure jack shit out.

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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???????????

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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.

dawn lotus
indigo mauve
#

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?

dawn lotus
indigo mauve
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Like they run TO the vehicle then just stand there like idiots.

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So something MUST be working or broken here.

dawn lotus
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You are going to have to watch some youtube videos explaining how to set this up.

indigo mauve
#

Or some assistance in real time would also work as clearly videos aren't cutting it or are too old to be relevant.

dawn lotus
# indigo mauve Or some assistance in real time would also work as clearly videos aren't cutting...

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.

indigo mauve
# dawn lotus Some people are willing to answer a specific question, but generally people aren...

Iโ€™ve already gone through a bunch of tutorials and videos, but they either donโ€™t work anymore or donโ€™t match what Iโ€™m seeing in the editor.

Right now the issue is:

AI squad moves to the vehicle correctly
They reach it, but wonโ€™t get in at all (any โ€œGet Inโ€ / โ€œLoadโ€ waypoint)

Iโ€™ve 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, thatโ€™s what I need help with.

indigo mauve
#

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...????).

slow jewel
#

ill get on voice with you if you want and you can share your schreen with me if you like

indigo mauve
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That would be AMAZING!!!

slow jewel
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ok lets go

slow jewel
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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 ๐Ÿ™‚ lol he was like wtf ๐Ÿ™‚

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so now he's getting help from another brother: i think he's getting some program to set up all his waypoints now

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so im free to go back to editing ๐Ÿ™‚ woohoo Arma 3 yeah ๐Ÿ™‚

prisma oyster
#

@indigo mauve you may be using AI mod(s). Try vanilla to compare

indigo mauve
prisma oyster
#

and nobody knew what the issue was nor how it was fixed

slow jewel
#

yes in my last post @prisma oyster

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i guess you never read my posts is that correct Lou

prisma oyster
#

only diagonally read that one I'll admit

slow jewel
#

ok np m8

prisma oyster
#

woah woah easy I'm not reading all'at

slow jewel
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lol hahahahaha lol ๐Ÿ™‚

jovial ingot
#

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 ๐Ÿ˜…, don't really know what everything is called in the editor haha

magic portal
#

Shortcut for this is holding left+alt while placing to do the opposite of whatever the current setting is

jovial ingot
#

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?

magic portal
#

that second line, B_UGV_01_F is the classname

prisma oyster
#
  • createVehicleCrew
magic portal
jovial ingot
#

Awesome! And where do I put this magic? Haha sorry for total incompetence from my side, learning every day

magic portal
#

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.

jovial ingot
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Awesome, thanks alot! Will test it tonight, don't kill me if I have some follow up questions haha

magic portal
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Ask away np

jovial ingot
#

haha that was awesome! did exactly what I wanted to, thanks a million

indigo mauve
#

@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

slow jewel
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@indigo mauve roger that m8: that's one reason i never use waypoints ๐Ÿ™‚

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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 ๐Ÿ™‚ keep in mind you can script waypoints also m8

#

well thats the way it was for me anyway ๐Ÿ™‚

#

let me know if you need any more help with anything ok m8

quaint sorrel
#

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 ๐Ÿ˜ฆ

#

Yup, gotta go with the good ol' description.ext ๐Ÿ˜„

queen vapor
#

Scenaria attributes are working

slow jewel
#

i will do my best to help you

quaint sorrel
#

Not for me though. Not in preview, not after export.

#

Correction: Not all of them is working

hot flame
#

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

fresh oracle
scarlet crystal
#

They won't be detected as roads by AI vehicles afaik

hot flame
#

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.

fresh oracle
slow jewel
#

@hot flame what terrain is that: ?

#

oh no don't tell me it needs CUP ๐Ÿ™ ok you can tell me lol ๐Ÿ™‚

solar turret
#

I'm pretty sure its takistan

hot flame
#

Its another shit hole called Kidal haha!

slow jewel
#

shoot it does need CUP dam

rotund blade
#

no real way anything can go wrong

slow jewel
#

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 ๐Ÿ™‚

fresh oracle
slow jewel
#

its tuff to get me to use any mods at all ๐Ÿ™‚ any more

#

but you can keep tying if you like ๐Ÿ™‚

jovial ingot
#

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

slow jewel
#

there's a minefield module in arma 3 ?

#

i did not know that

spark cedar
#

if you need something bigger, just place 2 or more next to each other then copy/paste the whole thing

little bobcat
#

enable dynamic simulation for the mines - saves some performance.

nocturne path
jovial ingot
#

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

fresh oracle
jovial ingot
jovial ingot
# fresh oracle 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

fresh oracle
jovial ingot
#

Haha ok, that feels doable
Will it break mods and such? Going to have a LAN tomorrow with some friends

fresh oracle
polar pawn
#

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?

jovial ingot
#

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

small patrol
#

Tell what exactly you've just done. What did you place, what are you concerning

spark cedar
#

is it a comp or a mod ?

misty shard
#

Question for the more serious modern units. What do you guys use to simulate a more intense depiction of SIGINT in a field capacity?

spark cedar
#

what's SIGINT ?

prisma oyster
#

the tech guy in MGS3

warm sapphire
fresh oracle
warped atlas
#

Hi, how do I change the air defense range? When I try to, the game crashes.

small patrol
#

What is that?

polar pawn
spark cedar
#

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)

rotund blade
#

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

plain gale
#

With 2.22

rotund blade
#

oh, neato

#

cheers

nocturne path
#

Hi all, Iโ€™ve not had much luck finding an answer to a question thatโ€™s 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 Iโ€™m at a level where I constantly get error messages and mixed results giving it a go. I donโ€™t have any screenshots or code with me at the moment, but Im sure Iโ€™m 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, Iโ€™d love to take a look!

rotund blade
#

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

slow jewel
#

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;
nocturne path
nocturne path
polar pawn
#

Is there any way to limit people to first person for part of a mission, and enable third person view later on?

slow jewel
#

@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

rain canyon
#

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

spark cedar
#

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

rain canyon
#

i think i kind of get it ill test it out and let you know

spark cedar
#

ok

rain canyon
#

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

spark cedar
#

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)

rain canyon
#

yeah

spark cedar
#

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

rain canyon
#

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]],

spark cedar
#

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 ?

rain canyon
#

yes

spark cedar
#

BIS_fnc_relPos and GetDir should do the trick

rain canyon
#

alright will try that out

#

thank you!

fringe sphinx
#

Relative position in the debug is magic!

eternal lava
#

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

spark cedar
#

look for the comp "tree trap" or "tree fall"

#

it does it

hidden quest
#

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?

turbid olive
#

It's Arma

spark cedar
#

Some maps do not have a correct AI road system everwhere

dawn lotus
#

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.

plain gale
#

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 ๐Ÿค”

dawn lotus
plain gale
sinful zenith
#

We can directly put new things into layer, but its probably easier (for me) if you do it ๐Ÿซ‚

coarse thistle
plain gale
final hill
plain gale
final hill
#

it was the only button pressed and noticed it by accident

plain gale
#

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?

final hill
plain gale
#

๐Ÿ˜

#

Yay

raven matrix
#

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

worldly shale
#

uhhh depending on what sort of scene you mean

#

the gunner would shoot the window out anyway

raven matrix
#

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...

runic cloud
#

you can set the hitpoint to 1 (destroyed) but if shooting it isnt breaking it it may be bugged

raven matrix
#

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

raven matrix
rotund blade
raven matrix
rotund blade
#

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

runic cloud
#

you can do getAllHitpointsDamage cursorobject while looking at the building from the debug console

rotund blade
#

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

runic cloud
#

well I mean it gives a list of them all so you can just try them

rotund blade
#

True

runic cloud
#

if it is bugged tho I'd be interested to know the classname as all SPE buildings should have the glass set up correctly

rotund blade
#

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

spark cedar
raven matrix
#

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

indigo void
#

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

spark cedar
#

just create a new folder at the same place and copy eveything into it, you'll basically have a copy of the mission

indigo void
#

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)

spark cedar
#

did you copy every file ? including the init or descrption.ext

indigo void
#

yh

flint wharf
#

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

scarlet crystal
#

no mods loaded?

flint wharf
#

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

scarlet crystal
#

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

empty pivot
#

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 ๐Ÿ˜ญ 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 ๐Ÿ˜ญ

fresh oracle
frail bay
#

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.

plain gale
#

Just remove it from the inventory

flint wharf
plain gale
frail bay
frail bay
#

I'm asking to hide them on the map, not have the player not have a gps or compass.

plain gale
#

Remove them from the inventory temporarily via event handler when the map is opened.

#

Hope that was not too sarcastic.

flint wharf
dawn lotus
# scarlet crystal Try creating new profile

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?

scarlet crystal
#

No idea but it has always been my first step of getting rid of any issues

flint wharf
#

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!

plain gale
#

Can you try and move your profile folder via startup parameter to a directory where you are 100 % sure you have OS permissions?

flint wharf
#

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

flint wharf
#

Oh dear, now the button only works once, and doesn't work again on repeat presses. Oh well, it's one of those things

sinful zenith
#

Nothing in RPT?

flint wharf
#

Sorry, I rather fell asleep. I'll take a look now

sinful raptor
paper yarrow
sinful raptor
#

Bohemia Interactive

scarlet crystal
#

I don't think he's bi

flint wharf
#

I don't think his sexuality was ever in question

slow jewel
#

(green) is Bohemia Interactive ( blue) is a Vet Of the Game

prisma oyster
sinful raptor
#

BI Is Bohemia interactive

slow jewel
#

lol he was just kidding m8 lol

sinful raptor
scarlet crystal
#

Just a regular dawg

dawn lotus
gusty timber
#

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

flint wharf
#

Either edit the loadout of the units you've marked as playable, or add loadouts to the config

gusty timber
#

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

flint wharf
#

What units are they?

#

I think 3CB units have a checkbox in the attributes to stop that

gusty timber
#

They are 3CB indeed

#

Let me check

#

That did it! Thanks!

flint wharf
#

No worries

mighty pagoda
#

anyone know where the apex missions are stored? there's something I want to look at in one of them

fresh oracle
mighty pagoda
#

thank you

glacial plinth
#

can i download eden maps made by other players???

dawn lotus
eternal lava
#

Am i crazy or is this cargo house variant not in the editor

flint wharf
dawn lotus
#

I don't remember seeing them in the editor.

plain gale
#

class Land_Research_house_V1_F

#

class Land_Research_HQ_F

#

@eternal lava These are the ones

eternal lava
#

Yeahh, i have to write "Research House" not "Military House"

#

I have the damage of the brain

#

Thankss

plain gale
#

TBH I unpacked old man mission because I could not find them as well๐Ÿ˜„

strange estuary
#

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

grizzled stag
#

I don't think it's possible to delete streamed building reliably. They will apear again after JIP or when walking away far enough.

glacial plinth
#

is possible to setup a AI spawner using a trigger so I only want the spawner to spawn ai while player in trigger??

prisma oyster
strange estuary
#

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

vast fjord
#

Hi, we cant see the lights added in Eden editor ?

high token
#

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

spark cedar
#

can you add details ?

  • do you use mods ?
  • how/where do you edit the loadout ?
  • play where ?
high token
strange estuary
#

They should be considered as normal objects (?)

queen vapor
#

Turn on their simulation inside the editor @vast fjord

plain gale
#

Maybe some mod has scripts to set loadouts on mission start. What mod are the units from?

strange estuary
#

Uhm anyone knows how to merge two missions ?

fresh oracle
#

3CB does that unless you disable it in the unit properties, IIRC.

lime stratus
#

Does anyone know why in an Eden editor mission my gunship will hover in place most of the time?

#

When it doesnโ€™t it wonโ€™t use rocket pods and then hovers for a while again

#

Itโ€™s set up to take off from a helipad, move under โ€œopen fire keep formationโ€ to a move waypoint right next to a seek and destroy waypoint where itโ€™s set to โ€œopen fireโ€

#

The targets are just infantry, is that the problem?

fresh oracle
lime stratus
#

Is there any way I can try to fix that?

fresh oracle
lime stratus
#

Iโ€™m not really sure how to make scripts though

small patrol
#
{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
lime stratus
#

Thank you for helping

#

Am I supposed to put it in the init of the seek and destroy waypoint or somewhere else?

small patrol
#

Wherever you can run

lime stratus
snow quiver
#

@strange estuary Not possible afiak

#

Anyone know if custom connections work okay yet?

languid eagle
#

hello! Im trying to load a mission file in eden but i keep getting "Error loading scenario". Anyone have a fix?

elder temple
#

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.

fresh oracle
vast fjord
#

Place player unit in 2d editor before converting in 3d editor mission @languid eagle

queen vapor
#

Custom connections work well enough @snow quiver didnt test between object with and without an AI brain tho

snow quiver
#

They don't show up in the contect menu, are they only available with the commands still?

queen vapor
#

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

snow quiver
#

Yeah i'm not getting that. Maybe it only works for vehicles

queen vapor
#

You need to have both objects selected as well iirc

#

Not for markers

snow quiver
#

Do you need to have it in units or so?

queen vapor
#

All others worked for me

#

Not in dev :D

snow quiver
#

I got a config with like 10 of them in there and none show up ๐Ÿ˜ฆ

queen vapor
#

You mightve broken them with the config :D

snow quiver
queen vapor
#

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

snow quiver
#

well you can use 1 marker at least for random start

queen vapor
#

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

crystal minnow
#

@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 ๐Ÿ˜ญ๐Ÿ˜ซ

glacial plinth
#

is it possible to add props to player hands then add them to vehicles

small patrol
#

What exactly does it mean. Add props to player hand? I guess attachTo. Add them to vehicles? Maybe attachTo, too

glacial plinth
#

I want to make mission where I have to go in get some big boxes carry them to vehicle then leave ??

glacial plinth
#

ok so no attach to trigger or anything

small patrol
#

?

#

You can attachTo if you want

lime stratus
#

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?

#

Iโ€™ve tried โ€œthis engineOn false;โ€

#

Sometimes just two will start

#

Do they need to always be in separate groups?

lime stratus
#

I figured out how to get around it but just spawning the troops in the helicopters

spark cedar
#

The solution I use is stripping them of fuel and giving it back when I need it

lime stratus
#

Thank you

old badge
#

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 ๐Ÿ˜„

dawn lotus
languid eagle
#

How do i view ids in eden 3d?

snow quiver
#

Not sure if you can. You shoudln't be using them either way

#

IDs can change

kind prism
#

Make a Git repo in your Arma profile folder ;)

high token
#

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

โ–ถ Play video
#

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

magic portal
#

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

high token
#

Under CBA as general organ of it

high token
#

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

magic portal
#

In editor search bar type in: class O_Survivor_F and place that guy down

#

then customize him

high token
#

um where exactly? left search bar or on right

high token
empty pivot
#

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

spark cedar
#

I don't think you can automatically do it vanilla

#

Also Idk any mod that does it

spark cedar
#

I don't think it will actually help, but worth a try

granite willow
#

Why trigger possibly wont work when conditions are met? Trigger through one mission restart might work, and after another might not

spark cedar
#

Depends on the condition

granite willow
#

from the star of the mission car, driven by ai, drives into that trigger and sometimes it doesnt activates

spark cedar
#

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

granite willow
#

ik

prisma oyster
#

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

spark cedar
#

yeah ^^ I tried not to be too technical, but the actual explanation is simple enough

tame plaza
#

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.

spark cedar
#

The problem is obviously with a mod, does it still happen with vanilla vehicles ?

tame plaza
#

Yes it does

small patrol
#

Does it still happen with vanilla? Means remove ALL Mods and try to reproduce it

tame plaza
#

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.

small patrol
#

๐Ÿค” It does

#

Dragged out these passengers and drag them in again, now it doesn't

tame plaza
#

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...

small patrol
#

It kinda look like so

tame plaza
#

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

stray tendon
#

***- Hello guys am looking Mods ( Sheriff Arma 3 ) ***

fiery basalt
#

@stray tendon You can find all mods on the steamworkshop for Arma 3.

stray tendon
fiery basalt
#

Just search for sheriff and dozens of mods show up @stray tendon

bold bronze
#

is there a way to port a pbo file?
i dont wanna constantly reinstall an already installed scenario due to arma being old

small patrol
#

What is "port a pbo files"? What is "reinstall an already installed scenario"? What is "due to arma being old"?

bold bronze
#

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?

hearty anvil
#

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

scarlet crystal
#

wdym reinstall

bold bronze
scarlet crystal
#

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

bold bronze
#

idk man my arma's weird

dawn lotus
cyan viper
#

does xcam work inside the eden editor?

turbid aurora
#

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

fresh oracle
cyan viper
#

my exported missions wont load in the new editor ๐Ÿ˜ฆ

undone ravine
#

Does datalink share target information (knowsabout) or just sensor data? Can it be enabled for infantry?

fresh oracle
undone ravine
#

I guess I wondering what is being sent? Can it function as an information sharing system?

bold bronze
median harness
#

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?

worldly flame
#

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.

dry epoch
#

not sure, maybe try putting quotes around it

worldly flame
#

Just tried that... no effect hehe

#

I feel like a noob again without my description.etx

#

ext**

tame plaza
sinful zenith
#

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

tame plaza
#

Switched to it, did not fix it.

surreal siren
#

Hey-hey. How to setup an Zeus mission in Eden just like an original ones?

small patrol
#

What is "an original ones"?

surreal siren
lyric rose
#

yeah this

#

follow the youtube video

surreal siren
#

I mean, just blank map with Zeus module with forced interface, while players await for respawn.

small patrol
#

IIRC you have a "Force Interface" or some checkbox in the module

surreal siren
#

Alright. Now, how to make players wait for respawn point, and avoid zeus being stuck in respawn menu?

lyric rose
#

you log in as admin

jade forge
#

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

ashen marsh
#

Unpack it and edit as you wish.

jade forge
#

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

ashen marsh
#

You should find it. Adding to the difficulty is the fact that the mission isn't called "Stratis 10 Escape" internally.

jade forge
#

but i am looking in the correct place right

paper yarrow
jade forge
#

thanks a lot!

paper yarrow
surreal siren
hearty anvil
#

Ironic considering that a bunch of the description.ext stuff is controlled from Eden now

frail bay
#

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.

eternal lava
#

I don't even do disablesim/simple object to it, i let people pick em up

eternal lava
frail bay
#

I'll give it a try but.. they're not static weapons ๐Ÿ˜„

spark cedar
#

you want to turn a weapon into a turret basically ?

frail bay
#

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 ๐Ÿ˜„ but it just won't work.

spark cedar
#

oh ok
just put this SetDamage 1; in the init

frail bay
#

No way

#

Offcourse

spark cedar
#

yeah ... but until you are told you don't think of it

frail bay
#

I guess this would work for most equipment that's interactable right?

spark cedar
#

yeah

frail bay
#

Haha wild, thank you so much.

spark cedar
#

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

frail bay
#

I feel like I lost like 5 yrs of my life trying to figure this out and there's the answer haha.

spark cedar
#

I think I stole the idea from a comp on a workshop I used ^^

frail bay
#

Haha that's how it goes sometimes, with the billion comps out there, you must've gotten really lucky with that.

spark cedar
#

yeah, it's not always useful but sometimes it is

eternal lava
#

I didn't know that

frail bay
#

Nope it works perfectly ๐Ÿ˜„ Maybe if someone's using a GC but I don't so..

spark cedar
#

With some objects it can have a "special" effect, like triggering an explosion with explosives, but most of them don't

frail bay
#

Yeah I'd imagine certain munitions have that.

olive fossil
#

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

ashen marsh
plain gale
#

There is also a command to remove the haze. Dunno what it's called though

ashen marsh
#

AFAIK, this can only be changed in the game settings.

prisma oyster
olive fossil
olive fossil
#

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

magic portal
ashen marsh
magic portal
#

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.

olive fossil
#

Ah sweet ok and it applies locally or for all clients

magic portal
#

exactly yes, because it's in initPlayerLocal.sqf which arma knows and runs automatically

olive fossil
#

๐Ÿ‘

#

this has been tormenting me for weeks dm me ill buy u nitro

magic portal
#

No need but thank you for the offer lol

olive fossil
#

โค๏ธ

#

tf lol

prisma oyster
prisma oyster
#

aaand gone.

magic portal
#

I think he meant the wings folded lol

fresh oracle
#

Once, I sling loaded the stealth drone while its wings were folded and dropped it and flew it around with the wings still folded.

sinful zenith
tame plaza
#

Do you want me to open a new ticket, or should I add further details to that one?

sinful zenith
#

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?

tight anchor
#

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?

fresh oracle
tight anchor
#

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

tight anchor
#

thanks so much

midnight tree
#

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

queen vapor
#

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)

gloomy marten
#

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

fresh oracle
# gloomy marten Hi guys I'm trying to create my first eden editor mission Basically I want a h...

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.

midnight tree
#

got it, thanks

dawn lotus
gloomy marten
#

Okay thanks

wheat jacinth
#

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?

rotund blade
wheat jacinth
rotund blade
#

Yes

#

But that way you have full control over quality

#

Cant recall the last time ive seen anyone use ingame voice tbh

wheat jacinth
#

it's complete ass ๐Ÿ˜ญ ๐Ÿ™

#

thank you for the help

#

i'll look into setting up a ts3 server

median harness
#

@queen vapor what better ways are there?

queen vapor
#

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

median harness
#

Thanks

granite willow
#

how can I make 1 of decals seem on top of the other? I cant find anything with which I can control layers

magic portal
#

Can't control it

granite willow
#

I reloaded my save and now all the textures that were on the lover level moved on top๐Ÿ˜ญ

#

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

fringe sphinx
#

It would be cool if the layers sorted the decals as far as on top or not.

spark cedar
#

I'm not sure if the engine would allow it

dim kindle
#

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.

granite willow
#

I mean, somehow it decides which texture is on top and which is on the bottom

tender burrow
#

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

dim kindle
#

That's awesome, Thank you very much @tender burrow , I appreciate it.

#

@lyric oriole

fringe sphinx
#

Dont gui buttons layer in the order theyโ€™re created?

granite willow
sharp shoal
#

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.

worldly flame
#

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.

hearty anvil
tender burrow
#

Oh my god, thanks

sinful zenith
#

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 ^^

gaunt wigeon
#

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

slow jewel
#

what is it you want to happen: you did not say

gaunt wigeon
#

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?

slow jewel
#

as far as i know i never saw enemy react to dead bodyies unless it was a soldier from thier group

gaunt wigeon
# slow jewel https://community.bistudio.com/wiki/knowsAbout

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

slow jewel
#

that could be from the FSM maybe

#

but im kinda woundering how a dead group could share knowledge ๐Ÿ™‚

#

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 ๐Ÿ™‚

#

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

gaunt wigeon
#

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

slow jewel
#

unless you want something like this

#
{
    _x forgetTarget Car1;
    sleep 3;
    _x reveal [Car1, 4];
} forEach units _grp;
hexed ether
#

Im making a multiplayer mission, and I am using a lot of small โ€˜remove terrain objectโ€™ modules to get rid of individual/small groups of trees and bushes. Should I operate them locally or globally?

rotund blade
#

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 ๐Ÿ˜„

hexed ether
#

Thank you!

gleaming flower
#

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

gleaming flower
#

my screen also keeps like, 'refreshing', the same thing that happens when you open the zeus arsenal

sinful zenith
#

"this icon"
I don't see any icon

warm wharf
#

Someone know how i can use Land_BriefingRoomScreen_01_F (TV1) like briefing screend. The images look really bad

frail bay
#

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.

warm wharf
frail bay
#

If I remember I'll give it to you later ๐Ÿ™‚

warm wharf
quick hound
#

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

frail bay
# warm wharf thanks a lot

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.

warm wharf
#

but i put the image 2048x2048 but look the same ways

frail bay
#

Standby

#

Like that, if I remember correctly.

#

Try that ๐Ÿ™‚

#

Might have to change the format tho

warm wharf
#

But there's no way to force the image to change from 1:1 to 32:9

scarlet crystal
#

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.

cobalt estuary
#

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?

quick hound
#

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

cobalt estuary
quick hound
fresh oracle
quick hound
#

Yeah... not sure what this guy's on about.

queen vapor
#

I hope it not yet

scarlet crystal
quick hound
#

it's a very relevant component

lethal pulsar
dawn lotus
fresh oracle
mortal oak
#

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?

fresh oracle
mortal oak
#

unless your saying ai are smart in terms of cheats then yeah-

fresh oracle
turbid olive
# mortal oak I mean being real with you, without mods ive seen the AI Ive hosted multiple mis...

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.

quick hound
#

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

slow jewel
#

Ai don't see people thru walls; Ai just guess your path and keep shooting to see if they can get you

oblique tapir
#

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

oblique tapir
#

Man I just caught A lot of grief in another discord for asking the same question so im trying to learn lol

spark cedar
#

!lfg

formal muralBOT
latent tulip
#

Why does AI walk through walls thatโ€™s so annoying

granite willow
latent tulip
#

Which?

granite willow
latent tulip
#

Thank you bro, find the other one for me please

slow jewel
#

Now that sounds like a good Mod -- NoClip

latent tulip
#

It doesnโ€™t even work

marble nexus
#

Hi

#

Can someone help me with triggers for arma 3 i wanr to.make mission but i dont know how work that.

quick hound
spark cedar
#

No phasing mods can help, but there is no certainty

oblique tapir
# marble nexus Can someone help me with triggers for arma 3 i wanr to.make mission but i dont k...

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...

โ–ถ Play video
marble nexus
#

Thanks i will see the video

oblique tapir
#

this guy OnlineCombatBN has a lot of great tutorials

steel berry
#

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.

queen vapor
#

what are you looking for, tutorial wise?

steel berry
#

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.

sinful zenith
#

@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?

queen vapor
#

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

plain gale
#

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. :/

sinful zenith
#

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

plain gale
#

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

sinful zenith
#

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

#

You assigned it to yourself, that's funny you can keep it ๐Ÿคฃ
I'll revisit in 2.24 maybe. Its either wrap in spawn, or overhaul the whole group networking init..

plain gale
#

Always surprises with eden editor code

#

Ah. This ticket is auto assigned to me when I change the status to resolved.

quick hound
#

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

eager adder
#

any experienced mission makers want to help me learn how to make good missions

fresh oracle
eager adder
sinful monolith
#

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)

small patrol
#

Either of Artwork Supporter's Animations Viewer supports it, if that helps

ocean berry
#

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.

ocean berry
#

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"]; = ๐Ÿšซ Doesn't Work
this setname "FirstName LastName"; = ๐Ÿšซ Doesn't Work
this setname "FirstName"; = ๐Ÿšซ Doesn't Work
this setname ["FirstName LastName", "FirstName", "lastName"]; = โœ… 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.

sinful zenith
#

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

ocean berry
#

You, sir, are a legend. I read through about 15-20 threads suggesting the second and third variation be used.

eager adder
#

how do i make a respawn point for players?

eager adder
#

how do i make it so players dont respawn with the default loadout of the unit they are playing as?

eager adder
eager adder
#

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

spark cedar
#

use arma tools

#

it's in your steam library

velvet patrol
#

amyone know where to find this weapon

fresh oracle
velvet patrol
steel berry
#

the only thing that really changed is description.ext is partially in the mission.sqm now?? Context please.

livid canopy
#

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.

ruby briar
#

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 ๐Ÿ˜…

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. ๐Ÿ˜…

dawn lotus
dawn lotus
# fresh oracle 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.

dawn lotus
ruby briar
#

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.

ruby briar
#

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.

rancid portal
#

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

eager adder
#

how do i make reinforcements come on a trigger?

fresh oracle
eager adder
#

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

fresh oracle
eager adder
fresh oracle
eager adder
#

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?

fresh oracle
turbid olive
sharp lodge
#

anyone know any good Eastern european/ Russian PMC mods that isnt wagner? i prefer fictional stuff when it comes to PMCs

scarlet crystal
#

You've got Raven Security, they are in the Aegis mod

#

Monarch Vanguard mod has Red Wolf Security.

crude seal
#

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

tame plaza
#

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.

spark cedar
#

Any turret has an AI or a guy inside, you can change his side

tame plaza
#

They do once they're spawned but not while in the editor

spark cedar
#

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

tame plaza
#

There very definitely is not.

#

Only once the scenario starts do they appear to zeus

spark cedar
#

If nobody helps you in the meantime, I'll send a screenshot when I'm at my pc

scarlet crystal
plain gale
spark cedar
tame plaza
#

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?

spark cedar
#

can't you use groups - empty ?

#

compositions - custom

long mango
#

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?

drowsy viper
#

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.

kind prism
#

if the mod's scripts are coded for player then no. It would need to be created with this scenario in mind.

pearl mirage
#

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.

small patrol
#

Unload AI Mods

pearl mirage
#

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

pearl mirage
#

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

sharp lodge
scarlet crystal
pearl mirage
paper yarrow
pearl mirage
#

I get that its generic and doesnt solve the root problem, i was just fishing for ideas and if anyone had a clever solution.

turbid olive
gentle pulsar
#

How do I spawn a composition without it conforming to terrain?

#

I think I figured it out

queen vapor
#

you can convert them into a 3DEN mission

white skiff
#

How did I do spawns for players in a small op I'm making?

slow jewel
#
// 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