#arma3_editor

1 messages · Page 28 of 1

final hill
#

hi
what are the dimensions and format required for filling a custom flag texture on these flag poles please?

scarlet crystal
#

that's a vanilla flagpole so just like the regular ones, 2:1

hearty anvil
#

@long mango What @queen vapor said; the existing 2D editor-based mission.sqm is saved as a backup under a different file extension because the new one (after importing/converting into 3DEN) cannot be read by the 2D editor. (That one-way dealie probably is a primary motive behind phasing out the 2D editor.)

wintry hound
#

Can anyone confirm that Taru pods are no longer visible in Eden?

livid canopy
#

Is there a way to hotkey "transform -> snap to surface" ?

#

jonpas when i spawn a taru in eden, i can see the pod connected to it. Dont know if thats your question

real glade
#

no, he meant the pods themselves under static

wintry hound
#

^

#

I got reports that my skycrane pods are not visible, went to check if the vanilla ones are, and nope

#

I'd report it on feedback tracker... If I could

livid canopy
#

oh sorry. Anyone know how to hotkey "snap to surface" so i dont have to rightclick-transform-snaptosurface everytime? (toggle surface snapping doesnt work that well)

queen vapor
#

Toggle Surface Snapping ( \ )

wintry hound
#

is there no way to rebind undo button? it's on ctrl+y, but should be on ctrl+z on german layout

steel berry
#

Suggestion: When hitting the "enter" key give us a popup to see if we REALLY want to go into the senerario...Don't know how many time I accidently hit the "enter" Key and next thing I know I'm Playing...

livid canopy
#

toggle surface snapping doesnt really work well especially with multiple objects selected. If you select multiple objects and place them on a slope, then right click, transform, snap to surface, It does the job and each individual object alligns properly no matter what height they were before. There's got to be a way to make a shortcut key for that.

cyan viper
#

how can i toggle smooth movement of objects? I am trying to line up some walls and they overlap when they snap together?

sharp shoal
#

Soo, I've been trying to get an ai to sit on an office chair for 2 days now. Had a long back and forth with a helpful Reddit user who made several suggestions that almost worked..

This works but only on the wooden chair. Office chair no love.
[this,"SIT1", "ASIS"] call BIS_fnc_ambientAnim;
0 = this spawn {waitUntil {behaviour _this == "combat"};

_this call BIS_fnc_ambientAnim__terminate;}

What's goin on here? Why no joy?

Here's an image of it not working..
http://i.imgur.com/w1LTEPk.jpg

I also tried:
this switchMove "InBaseMoves_SittingRifle2";
this setPos getpos chair;
this disableAI "ANIM";
this disableAI "MOVE";

And here's how that turned out..
http://i.imgur.com/FyIuH1Q.jpgz

Please help a noob out!

snow quiver
#

this setDir (getDir this - 180)

buoyant summit
#

@steel berry I second falcon on this....happened to me twice, mostly because I am typing stuff into the searchbar and due to web browsers its so common to press 'ENTER' to search >.<

frail bane
#

Is it possible to mark a custom attribute as global so that the expression is called on all clients too?

long mango
#

@hearty anvil & @queen vapor , Thanks guys.

sharp shoal
#

@snow quiver What's up man! Funny seein you here 😃

this setDir (getDir this - 180) does turn the ai around but he slides off the chair the moment I press play scenario.

Wooden chair works no problem. Other chairs do not.

Reference photo..
http://i.imgur.com/yDJWutO.jpg

And ai placement is the same for all three as seen here
http://i.imgur.com/vMKpope.jpg

#

Wooden chair and folding chair are using

[this,"SIT1", "ASIS"] call BIS_fnc_ambientAnim;
0 = this spawn {waitUntil {behaviour _this == "combat"};

_this call BIS_fnc_ambientAnim__terminate;}

While office chair I tried

this switchMove "InBaseMoves_SittingRifle2";
this setPos getpos chair;
this disableAI "ANIM";
this disableAI "MOVE";
this setDir (getDir this - 180)

#

Note.. for office chair.. If I disable "simulation" it works but ai is sunk into the chair as opposed to siiting on top of it.

#

I know I could change his height with the z axis but then his feet are floating above the floor which is less than ideal.

tender burrow
#

How do you access the virtual arsenal for a unit in eden ?

sharp shoal
#

@tender burrow Copy pasted from the Eden megathread on Reddit.. "To use virtual arsenal on units you can just right click and select arsenal and to enable virtual arsenal on a box or vehicle in the attributes window you can set the the cargo to virtual which enables the virtual arsenal, even allowing you to set the specific items in the virtual arsenal without having to use commands."

tender burrow
#

Omg yes, right click, thanks

#

Forgot about it

sharp shoal
#

Yup, no problem.

grizzled stag
#

Can I change the hotkeys in 3den? ^ circumflex is really bad for the debug console, because of the additional "^" that appears when typing.

wintry hound
#

Nope

#

They mentioned they will add it in the future though

#

In SITREP

grizzled stag
#

ohh, found this


class ctrlMenuStrip;

class Display3DEN {
    class Controls {
        class MenuStrip: ctrlMenuStrip {
            class Items {
                class DebugConsole {
                    shortcuts[] = {41};
                };
            };
        };
    };
};
frail bane
#

Yeah needs to happen :D

grizzled stag
#

alganthe is such a troll

opaque token
#

ban him

queen vapor
#

Feed him to sharks

snow quiver
#

Isn't that something that's extremely circumvented using a function in expression that broadcasts?

#

Nvm, I guess with isGlobal tag it would be read from the mission so no broadcast would be needed, making it a bit better

opaque token
#

Hopefully

#

But it still annoying if we have to fill atributes expression with a remoteExec

#

instead of just calling the code

snow quiver
#

Anyoen has a function sample for custom mission attributes? (Not entity, mission). I'm more or less basing mine of the 3DEN configs, but no luck.

#

Also the Wiki says slighlty different thigns than the actual configs in the 3den pbo

queen vapor
#

i linked one for commy a fair while ago

#

did you add a condition?

snow quiver
#

No, do you need a condition for mission attributes to work?

queen vapor
#

yea

#

i condition = "true" and expression = "true" on all of em

snow quiver
#

Great, it's good to know the Wiki mentions that /s

queen vapor
#

ye 😄

snow quiver
#

Als for some reason for my menu strip I'm getting file not found

#

Pretty sure my packing / path structure / prefix and evertyhing is correct, because the markers in another subfolder in the same PBO work fine

#

scratch that. Typo

queen vapor
#

😄

snow quiver
#

... still nothing 😃

#

I guess the category themselves need conditions as well?

queen vapor
#

gimme a min

#

@snow quiver

snow quiver
#

Thanks, let me test

#

Okay got it to work finally, thanks ❤

queen vapor
#

np!

snow quiver
#

For some reason defaultValue in one case isn't working though

#
                class PRA3_Gamemode {
                    property = "PRA3_Gamemode";
                    displayName = "Gamemode"
                    tooltip = "Gamemode.";
                    control = "EditShort";
                    expression = "true";
                    defaultValue = "AAS";
                    condition = "true";
                };

                class PRA3_Tickets {
                    property = "PRA3_Tickets";
                    displayName = "Tickets"
                    tooltip = "Starting tickets.";
                    control = "EditShort";
                    expression = "true";
                    defaultValue = "100";
                    condition = "true";
                };
#

It doesn't like strings?

queen vapor
#

"'string'"

snow quiver
#

I guess i can try that

#

Makes sense

queen vapor
#

you totally should try it

#

since thats how it works

#

😄

snow quiver
#

is this available during preInit or postInit and later only?

#

getMissionConfigValue that is.

queen vapor
#

should be at preInit

#

expressions are ran as the sqm is parsed

#

really early

#

before arma logs the missionName: "" etc

snow quiver
#

What would you recommend, parsing settings from the settings expressions or creating a function that uses getMissionConfigValue on everything I need on preinit instead?

#

Ah wait expression is only run on server right? I guess then I don't really have a choice anyway

queen vapor
#

only is server currently

#

please feel free to reply to the thread 😄

snow quiver
#

okay everything works good, trying to figure out how to split up all my settings, but functionality seems quite nice

dim kindle
#

Does Eden override Description.ext?

queen vapor
#

reverse

dim kindle
#

Nevermind

opaque token
#

THE THREAD PLEASE

#

Post on it

strange estuary
#

Guys is it possible to make eden-map show object ids?

queen vapor
#

no

strange estuary
#

ty

grizzled stag
#

anyone still having problems with the camera geting stuck after "return to eden" ?

chilly magnet
#

@grizzled stag I have the same bug. To overcome this problem it is necessary to right-click on a unit and charging the arsenal. when you are back from arsenal you dont have this problem.

grizzled stag
#

Can you send me a RPT file of a session were it happens? I don't have the bug myself anymore, but I want to try to figure out why it happens, as some claim it's caused by CBA or ACE.

#

No one ever bothers to post a RPT file though, so I can't figure out what's wrong.

#

We already fixed it for one guy, but he was using a different mod that broke it. tag @chilly magnet

chilly magnet
#

i dont have this bug with CBA and ACE3 it's appear with R3F arms

grizzled stag
chilly magnet
#

for me yes. I have remove this mod from my collection and it's work now

grizzled stag
#

roger

#

Oh, the other guy was using this too: @R3F_ARMES

chilly magnet
#

Yes it's this mod

grizzled stag
#

Next step. Figuring out why.

chilly magnet
#

:p

grizzled stag
#

Good find, Sarak. I can repro the camera being stuck bug with r3f. 👍

chilly magnet
#

glad I could help you

grizzled stag
#

Aaaaand I found the issue. Thanks so much.

dreamy raptor
#

Out of curiosity, what was the issue? (So I never accidentally replicate it)

grizzled stag
#
test = "camera" camCreate [0,0,0]; 
test cameraeffect ["internal","FRONT", "rendertarget0"];
#

this will cause the camera to get stuck when done after returning from a preview

#

can be executed with debug console (^)

#

But you have to use preview first

dreamy raptor
#

And they had a camcreate script in the weapon pack?

grizzled stag
#

There are 3 different reasons for this bug

#
  1. the command should not make the camera stuck in the first place
#
  1. R3F executes this script via preInit
#
  1. preInit functions are called when returning from preview
#

But the bug could be considered to be with CBA too. CBA uses BI's preInit, so that's why R3Fs functions are called. They use the CBA XEH frame work.

#

My task is now to find a work around for this, so CBA preInit XEH isn't called unnecessarily after returning from preview

dreamy raptor
#

Thanks. I'm relieved it's not something that can done simply by dodgy config writing.

grizzled stag
#

It's like BI never tests their stuff. :/

grizzled stag
chilly magnet
#

@grizzled stag A big thank you for sharing this fix

snow quiver
#

Are respawn options in Eden right now incredibly buggy?

grizzled stag
#

red text....
yes

tender burrow
#

Even with the "Copy/Paste with the right position Ctrl+Shift+V, we still need a merge option.. Using that way with a lot (I mean a lot) of objects can make the game crash, as it stores everything in the clipboard. Merging would be nice

queen nova
#

Should it be possible, to have an Option to "Freeze" an Object in the Editor, so i am not able to Move it. Example placing an House, setting some Enviorment stuff in it and accidentally move the House whil trying to move an other Object. I know there is a "Undo" Button, but this would be a nice feature if it is not already implementet.

open iron
#

try working with layers; if it works the same way as in graphical editors then this should solve the problem you have

pine garden
#

Yeah, locking layers like in graphics editors would be a nice feature. You could freeze the prop objects and just grab the units between them.

dim kindle
#

do you guys have a freez of like 3 sec. too when placing the first unit after opening eden?
after that first unit everthing runs fine

open iron
#

yes

dim kindle
#

kinda annoying

tender burrow
#

Yes, confirmed

queen nova
#

Yes i comfirm it too

median harness
#

Can confirm

queen nova
#

Thanks for the Hint with the Layers, now i've figured out how to use.

#

@pine garden It's possible to disable the Transformation for a "Layer" so it can't be accidental modified 😃 Create a Layer, drag and drop your Object in the Layer, Open the Attributes for the Layer itself and deselct "Enable Transformation".

pine garden
#

Nice. I hadn't even looked at the layer attributes. Thanks!

queen nova
#

you are welcome

tiny cloak
#

anyone having the issue were u cant find a shed load of custom content to place from the library?

terse sundial
#

hey. i can't find empty vehicles. where have they gone?

#

nvm

sinful zenith
#

place normal vehicles and remove the passengers

terse sundial
#

alt-click

sinful zenith
#

there is some hotk.. yeah ^^

strange estuary
#

Hey guys i'm having a few problems loading my exported mission..actually there's a continous spam of 'mission read from bank' messages

#

It seems to get corrupted every time i try to convert it

sinful zenith
#

windows or Linux?

strange estuary
#

Windows

#

trying to check on the sqm for duplicated markers names

sinful zenith
#

can you unpack the pbo?

strange estuary
#

Yes sure

#

Do you want the sqm?

sinful zenith
#

no. I dont know ^^

strange estuary
#

:L

queen summit
#

Is anyone got this issue when loading stuck at preview screen?

#

I just try'd to use zeus game logic.

#

If u use simple character and sync it with game master module, it works fine, but if u use logic... It's stuck

steel berry
#

@dardo make sure you got the proper addons in the mission. Sqm

#

Sqf

next ice
#

Is there a way to stop eden from adding _1 to a variable name that is copied across from a different scenario? Before the editor would only do that if the variable name existed where the new one was to be pasted. Very annoying when copying across missions template stuff

snow quiver
#

It should be fixed on current dev branch

terse sundial
#

how do i put crew into vehicles?

#

i thought there was a simplified way now, with eden?

queen vapor
#

just drag em in

terse sundial
#

lol

#

so intuitive

#

snow quiver
#

Anyone could help me a bit with the following:

I want to have a custom trigger type and hide all get rid of all default attribute categories on it except for Transformation category. Then I want to add a couple of new attributes (That only that new custom trigger and it's children will use). Then additionally I want to make a Connection type that allows to connect two of those trigger types together.

stray heart
#

We tried our first 3den mission on a dedicated last night.. Headless Clients didn't work and JIP stopped working half way through (people spawned as seagulls).

jagged lake
#

Seagulls should have been fixed. I haven't had that issue. Though we use the F3 framework along side our missions.

stray heart
#

Yeah, it could be a mod thing, we use quite a few (ACE3, TFAR, RHS, and some custom stuff).

#

But we haven't seen the issue in 2D editor missions

#

JIP seemed to work fine for the first hour or so.. then people were seagulls every time

#

I don't see why a mod should be able to make people spawn (or stop people from spawning) as seagulls anyway

#

The mission is still running now (12 hours later) with noone online though, and I can JIP. Might have something to do with server load or number of players or something.

jagged lake
#

well double check your description.ext and make sure ACE3 doesn't have it's respawn module down

#

that could be messing with the respawns/JIP clients

stray heart
#

Yeah, I'll try and make a vanilla repro, but it's hard when we basically have to ruin an op to fault/test it.

jagged lake
#

create a template

#

with a basic mission so you can test out the scripts and what not

#

it's what we do. Pretty much every mission we run, except for like three are all using a template that we've tested. So if the mission maker some how breaks something we know it isn't typically the scripts/modules placed.

stray heart
#

Yeah, we have templates too, just not a working one for 3den. They work at a glance/testing on the server, but screw up during ops when there's more people (25+).

#

Or maybe when there's AI spawned or something.. haven't worked out what stops it.

jagged lake
#

ah

neat sapphire
#

ACE3 doesn't alter respawns

steady night
#

trying to use the "cover map" modulle but I'm getting script errors.... anybody else getting this?

#

Syncing it to a trigger and setting trigger activation to true will always result in the module barfing up, "(variable sizex not found"...) on mission load

fallow saddle
#

How much of the old 2D stuff transfered over to eden, I can't seem to find a lot of tutorials for eden , but there are a lot of one's for the 2d editor. Would these still be relevent?

dense patio
#

Hey, any idea why AI helicopters would just keep flying up?

#

I'm trying to have them hover, but whenever they start moving they immediately just start gaining altitude, and nothing moving forward or anything

#

This is done by placing a helicopter down (in Eden), setting their init as "this flyinheight 15" then setting a waypoint about 100 meters away

cyan lagoon
#

Are you running ACE with fastroping? I know people were having the same issue with that.

wintry hound
#

currently AI fastroping is not supported

scarlet cedar
#

thats cool

dense fog
#

cool

#

sucks that fast roping doesn't seem to work for players as well....at least not without issues

opaque token
#

i had luck with the rope system

dense fog
#

my clan did a fast roping test yesterday and we had the same problem with several helicopters: people would always rope down the same rope even though there were more than one available so it was not possibe to have more than 1 person fast rope at a time

#

also people got disconnected from the rope and stuck in air right after exiting the helicopter

#

and the helicopters took damage from the ropes

#

we were using advanced flight model btw (we always do)

grizzled stag
#

I think using multiple ropes works now (next update), but ropes colliding with the heli is inherently unfixable.

dense patio
#

With/without Fastropes heli's still try to break the stratosphere. heli set to flyinheight 15 and fries isn't equipped.

next ice
#

is there a key combo for synchronizing objects? or do we have to right click every time?

jagged lake
#

I think just right click which makes me sad.

strange estuary
#

Hello,i've converted my mission into eden editor format and i'm getting mission read from blank a thousand times,thus the mission is not loading. Anyone having this issue?

#

I've already checked for duplicated markers names

abstract flame
#

@next ice Nope. Which is why I don't want them to remove the 2D editor. Because as ironic as it is, using the 2D editor is so much faster than Eden, for anything but altitude

opaque token
#

?

#

You still have it no?

#

press -> m

real glade
#

don't tell them that one secret !

opaque token
#

Oh nooo

real glade
#

(not like it's in the tutos or anythin)

opaque token
#

its not like you can mass sync anyway

#

(yay)

#

or there is mostlikely a keybind somewhere

real glade
#

(or mass setPlayable ohgod)

opaque token
#

NEAT.

queen vapor
#

Or mass connections...

sleek crow
#

is someone free to tell me how to set up a seize game mode in eden?

next ice
#

when you copy units around the map most of the time the elevation is wrong ( if the original unit was higher ). is there a way to make the copied units snap to the terrain level when pasting? or does anyone have a code to check the height of a unit and set his height to 0? i hope they fix that in the update

sleek crow
#

are you using C/V to copy or drag and drop? and are you doing it in 3d editing or map editing?

next ice
#

@sleek crow yeah copy paste. and that particular time it was in 2d coz i was populating towns with civs

sleek crow
#

Generally when you use the map editor when in 3D it will snap the objects/units to their location. If it's not check in your setting to make sure you didn't disable it on accident.

next ice
#

cheers will do

queen vapor
#

You can also just hold alt, and drag down mass selected units to ground level

#

Still not ideal but hey

next ice
#

Yeah thats what ive been doing. Seems sometimes its not even relative to the original units ALT so it seems like a bug. Minor annoyance, all good.

queen nova
#

What's wrong when i try to load a mission which was created in the 2d editor and i get "Error when loading scenario" when i try to import the mission.

dry epoch
#

Probably don't have a unit set as 'Player' in the mission.

sleek crow
#

what is the difference between sync to and set trigger owner?

paper bloom
#

will there be a fix for virtual entities soon? I cannot get Zeus or HC to work unless they were placed in the 2D editor and imported into Eden

dim kindle
#

How do I edit an already created scenario/map?

#

Like Altis Life or Invade and Annex

stark vigil
#

depends

#

most of the functionality of huge missions like I&A rely on scripts

#

so you extract it and edit those, preferably in an editor supporting sql syntax and highlighting

#

e.g. Notepad++ with SQF plugin or Poseidon

terse sundial
#

Hey. I have a quick question about 3den: I have 2 missions, one with some logics and markers for my scripts, and another one with buildings and objects i have placed. how do I merge the two missions? (so that the mission with markers and logics gets the objects I have placed)

#

(fyi: copy > paste in original location does not work.)

dim kindle
#

@stark vigil yea I'm aware of that, but I'm just trying to edit some of the map and add additional things such as buildings and/or items.

stray mason
#

@dim kindle depbo the mission file and place the entire folder (should be called something like Altis_Life.Altis) into Libraries\Documents\ArmA 3{YOUR PROFILE NAME}\missions\ (may be A3 Other profiles) and then load up your game and go to either the 2d or 3d editor

#

From there you can place objects and units, to edit scripts open the folder you just placed and look through those files to see what you want to change.

dim kindle
#

Ok thanks casey

terse sundial
bronze goblet
#

@terse sundial check my answer, i had similar discussion with moricky in february

restive fog
#

@dim kindle - Go to Ahoy World website and download the latest version of Invade & Annex, its updated to Eden so enjoy editing

#

QUICK question - in the 1.58 update it stated that that BI added a funtion that would reset a players custom loadout upon respawn, has anyone manged to get this working. Currently i have to resort to 3den's save loadout option but that restores the gear the player died with, not what they started with

cunning ingot
#

Is there any way to lock objects so that they can't be selected?

#

Can't seem to find an option... maybe I'm just dumb though.

terse sundial
#

@bronze goblet hey. thanks for the answer. Also, i'm sorry to respond so late, but i've not had time for arma lately. Anyway, copy > paste in place is not the solution, because the results are broken. See the video. :)

https://www.youtube.com/watch?v=3FXwlu5_ZQo

queen nova
#

@cunning ingot you need to create a new layer on the left Tree, drag and drop your desired items in this new Layer and set the Layer Properties to not edit the Object including in this Layer. Hope this should help you.

turbid swift
#
Bohemia Interactive Forums

Eden Splines - posted in ARMA 3 - EDEN EDITOR: EDEN SPLINES Thought I would share a little pre Alpha footage of something I have been working on for the last couple of weeks.Still got a bit to do and waiting on certain Eden improvements like set3DenSelected and widgets that fire off onAttributeChanged. Plus i need a little bit of a break from it for a week or so.

cyan viper
#

is there any way to move many selected objects in the editor to a set height without changing the other position/rotation values?

queen vapor
#

using the debug menu, sure

cyan viper
#

@queen vapor can you tell me how i could do that in the debug menu?

queen vapor
#

theres commands to get all the selected units, commands to get their positions, commands to modify their position and commands to save that position

#

(get3DENSelected "object")

#

_unit set3DENAttribute ["position",_pos];

cyan viper
#

my trouble seems to be that i have to enter the x,y, and z for it to work but then all objects are in the exact same position

queen vapor
#

if you get their position you can simply add a value to the Z

#

_pos = (getPos _unit) vectorAdd [0,0,500];

cyan viper
#

_unit get3DENAttribute ["position",_pos]; doesn't seem to be returning the position of the selected objects, but im not sure how to verify that

queen vapor
#

if its an object you can simply getPos _unit as well

#

from about L58

cyan viper
#

sadly im to much of a noob for even that to be of use. thanks for the help though @queen vapor

queen vapor
#
{
    _x set3DENAttribute ["position",(getPos _x) vectorAdd [0,0,500]]
 } forEach ((get3DENSelected "object") select {_x isKindOf "CAManBase"});
#

try this

cyan viper
#

that doesn't seem to work either

queen vapor
#

does for me

#

you run this in the eden debug console

cyan viper
#

so are you selecting some objects and hitting ` and running it there?

queen vapor
#

yes

cyan viper
#

òh im stupid it works with playable units but not objects.

#

wow

queen vapor
#

ah

#

sorry

#

just remove the select portion then

#
    _x set3DENAttribute ["position",(getPos _x) vectorAdd [0,0,500]]
 } forEach get3DENSelected "object";```
cyan viper
#

that works 😄

#

no need to be sorry im the noob 😃

restive fog
#

@onyx dagger & @queen vapor - am i missing something? cant you just select any group of units/items and right click -> attributes -> Z value and specify the value for all the selected items/units height?

#

seems to work fine on my side, you can even just drag them upwards (holding in ALT)if you dont want to guess/workout the height

queen vapor
#

The technical issue was adding to their current height by an exact value

#

Not setting their height to an exact value

cyan viper
#

@restive fog sorry only saw the comment now. but ya that was the problem.

#

@queen vapor i was just wondering would it be a similar approach to move all to a specific point on the x-y coordinates?

queen vapor
#

Then its easiest to do what @Jakes said

restive fog
#

@onyx dagger Highlighting a group or individual item can be dragged,rotated or lifted by simple left click and hold to drag, alt+left click for hight and shift+left click for rotate. If you like you can select all desired items and right click on one to edit all of their x,y & z values

cyan viper
#

thanks guys

restive fog
#

Is it possible to covert game modes like Invade and Annex, Patrol ops and Insurgency from 2d to 3d. Id like to customize the base in eden without 3d -> 2d work arounds (currently using mcc/ares combo but not all items copy over correctly)

upbeat rose
#

anybody else noticed when exporting from x-cam to mission file all is as it should be in the 2d editor but in the eden editor there seems to be a rotation value applied to objects ?

signal elk
#

@upbeat rose The SQM algorithm hasn't been changed for XCAM so it still uses the script to rotate instead of changing the value in eden editor.

upbeat rose
#

@solemn creek ok so would that explain why rotation is being added where none was applied?

signal elk
#

It may not be applied in Eden but when you start the mission. The object's init script should rotate it after start.

buoyant relic
#

I keep experince a CTD when I copy more than 10 items over from one map to another map via eden editor.

#

I have been able te recreate this issue, without fail, around 5 times now.

signal elk
#

Compositions can't be copied without CTD

#

I thought it was the items too, but I found it was the roadblock compositions I placed down. Only problem I've had with copying.

terse sundial
signal elk
#

@Archer copy the area in sections. High volumes of objects can get messy in the clipboard. Try sectioning it off by room and go back and forth with 6-8 copy's.

terse sundial
#

👍 thanks! i'll try that 😃

upper willow
#

is it me or does the command "ExportNoGrid" not work in Eden, only the 2D editor?

dim kindle
#

You on dev build ?

upper willow
#

na stable

signal elk
#

I only used that command Pre-eden so I don't know

silent gorge
#

I can't place units in main branch -- it creates the groups as I can see in the left pane, but it doesn't place any units at all.

velvet ether
#

Has anyone had any issue with respawn=3; in the Eden editor?

open iron
#

yea, Eden settings overwrite description.ext now :/

signal elk
#

@DEL-J#8291 I've set them in Eden and still don't work

#

@DEL-J#8291

#

wtf

#

@velvet ether

#

that was weird

#

@yourstruly#5137 I launched vanilla arma and made a quick scenario in VR area with a respawn points and a player. Tested in multiplayer and still not respawning correctly.

#

wtf discord

#

@open iron

open iron
#

@signal elk respawn configured in Eden or description.ext?

signal elk
#

Yes

#

Eden

#

And then tried with description.ext

#

Do the modules not work anymore or must it be the named marker

#

I use respawn module

open iron
#

modules should work

#

what respawn settings did you use?

velvet ether
#

@signal elk, I got them to work. What I had to do was set up the description.ext, name the markers and all like normal, but then I also had to go to multiplayer settings in Eden and change the respawn mode, but I can't remember what I changed it to.

signal elk
#

@open iron Module is set to Infantry, Blufor, Show to Everyone, and make Notification. Respawn settings in Eden are.... Respawn on custom position, no rulesets, and allow force respawning.

#

Just confirmed ONLY MARKERS and RESPAWN MODULES named Respawn_west will respawn. Modules are no longer self sufficient they need to be named respawn_west.

#

@here

signal elk
#

This doesn't work on dedicated servers apparently

signal elk
#

Needs to be a marker named Respawn_west

#

module doesn't work on dedicated servers

summer bridge
#

I can't get the eden editor to load a mission. Anytime I choose play scenario it loads and then kicks me back to the editor. I didn't see anything in the RPT. Anyone else have this? I've verified the local files of Arma.

signal elk
#

@summer bridge only when a mission contains an object from a mod I'm not running. Otherwise it's been working fine (minus the respawn issue I posted above)

next ice
#

got a weird bug, since the last patch I cant select any drop down options from modules etc with my mouse click. I can only use the keyboard arrows. It used to be fine, my mates say its fine for them, and one other person i know says its always been like that for him. Any ideas? its really annoying. cheers

desert galleon
#

Any reason the Eden Editor doesn't show all types of buildings, signs, props, etc.. ? Lately it has been only showing just a few props to me to select from. I have to be missing something...

signal elk
#

@Azza#2579 No clue, mine is working fine. I reccomend turning off any Eden mods you may have, and if that doesn't work or you don't have any try running without mods or reinstalling :/

#

@Stormridge#1538 I always use the search, I believe it brings up hidden objects as well.

#

wow discord tagging is shit

obtuse pike
#

I can't seem to see my mission in the 2d editor no matter what I do.. even if I replace the mission sqm with a working new mission in the 2d editor.. it still doesn't see it

#

it was working, I rebooted, and now the 2d editor doesnt see anything at all and the 3d editor gives me an import error

#

I deleted the Editor Data fields in mission.sqm and now its working FYI

#

Nevermind now I get a loading of mission failed

blazing coral
#

Any method of spawning aircraft in the editor with the engines already active?

signal elk
torn cedar
#

is it considered normal that parameters in teh description.ext don't work in the eden editor? never had a problem with it in the 2d editor.

signal elk
#

@torn cedar some do not work but most should. No official list yet methinks

torn cedar
#

what do you mean by that? i'm not talking about stuff like respawn = 3;

i'm talking about paramsArray. so all of them are custom.

inside this

class Params
{

};

tender burrow
#

So, how to get rid of that "/author is not a value" thingy ?

midnight tree
#

@tender burrow https://feedback.bistudio.com/T116872 in short you have to wait untill all mods fix it on their end OR bohemia fixes their own script that causes that, what's the strangest thing here is that author thing was added for mods, vanilla content doesn't need it, but they didn't check if it even works properly with the mods so now it causes this error each time you save or load a mission from eden

icy cove
#

is there a way to make AIs use UAVs the right way?

abstract flame
#

Anyone on stable who can tell me if the 2D editor was removed from that already too?

#

Nvm. Still there.

pseudo cargo
#

i think eden broke on me

#

init="init=""this addAction [""""Taxi SOUTH"""", """"scripts\TaxiS.sqf""""]; this addAction [""""Taxi WEST"""", """"scripts\TaxiK.sqf""""]; this addAction [""""Taxi EAST"""", """"scripts\TaxiP.sqf""""]; "";";

#

lools

signal elk
#

Needs more quotations I think

flint dragon
#

why not to wrap addaction to function?

torpid turret
#

Is there a "no snap" option when placing objects?

#

Even on the lowest grid setting, I don't have fine enough control.

queen vapor
#

Dragging the translation arrows is the most precise you can get

torpid turret
#

@queen vapor Thanks!

torpid turret
#

Biki and @turbid swift to the rescue!

wind quest
#

Can someone explain me what's the purpose of these Layer Folders you can make in the Eden Editor? Is it used to group certain objects of i.e. custom constructions or something?

queen vapor
#

you can also hide them or create compositions from them

signal elk
#

@wind quest most commonly used for placing structures in one layer, locking said layer, and editing inside those buildings.

random siren
#

such power. much wow.

#

im a little disappointed i can't add waypoints to logics however. that was a favorite feature of mine to utilize inside of DAC. 😕

torpid turret
#

@velvet badge I find the controls to be alright, just don't hold shift or you'll zoom all over the place.

restive fog
#

Any way to make respawns or teleports on objects, doing a advance and secure like mission but would like to have it so players can blow up something like a radio tower that will disable players spawning there. Similar to what zeus (with ares) can do by placing teleports on item placed

velvet ether
#

There is definitely wa way to do it. The question is how and how hard will it be.

alpine garnet
#

I'm a little confused by what you are asking. You want to know how you can make respawns or teleports on objects, but then you want to disable players from spawning there

#

So is this two separate questions?

#

Because if you are using markers such as "respawn_west" you can delete the marker and create one on the position of an object by just doing createMarker ["respawn_west", yourObject];

#

You have to be careful though, because if you delete the marker and don't create it again, then the player would respawn on the position of where they died

restive fog
#

different ways to achieve the same result - great thx will give it a go Pennyworth

barren tide
#

I have been meaning to ask, is there an easier way to Sync things than right click and drag? The 2D editor used to have it as a mode, is that also possible in Eden?

lament juniper
#

Would also be curious to know the above.

alpine garnet
#

Like how you can group units together while holding CTRL and dragging a line to the group leader, but instead for syncing objects?

barren tide
#

Yeah

dry tide
#

AFAIK right click and drag is the fastest option. There is no hotkey for it.

signal elk
#

Can't you select multiple objects then right click on one to drag all selected for syncing?

last aurora
#

Hi...
i'm working weapons to appear in eden under props / wepons / assault rifles, including editorPreview images.
no matter what i do, they won't show up.

right now i git this:

        3den = 1;
        scopeCurator = 2;
        editorCategory = "EdCat_Weapons";
        editorSubcategory = "EdSubcat_AssaultRifles";```
any ideas?
dreamy raptor
#

the weapons don't show up, or just the preview images?

last aurora
#

weapons don't show up at all

dreamy raptor
#

How are they configured? As weaponholders under cfgvehicles?

last aurora
#

only vanilla

#

class WeaponHolder_Single_F

dreamy raptor
#

IIRC should be under the format:

#
{
    class Weapon_Base_F; // External class reference

    class TAG_weapon_classname: Weapon_Base_F
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "displayname";
        author = "ME";
        editorCategory = "EdCat_Weapons";
        editorSubcategory = "EdSubcat_AssaultRifles";
        class TransportItems
        {
            class classname
            {
                name = "classname";
                count = 1;
            };

               class magazineclassname
               {
                    magazine = "magazineclassname";
                   count = 1;
               };
        };
    };
};```
last aurora
#

ok, so WeaponHolder_Single_F is wrong

#

it has to be Weapon_Base_F

#

right?

dreamy raptor
#

possibly, oh wait, I made a cock up there

#
{
    class Weapon_Base_F; // External class reference

    class TAG_weapon_classname: Weapon_Base_F
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "displayname";
        author = "ME";
        editorCategory = "EdCat_Weapons";
        editorSubcategory = "EdSubcat_AssaultRifles";
        class TransportWeapons
        {
            class classname
            {
                name = "classname";
                count = 1;
            };
        };
        class TransportMagazines
        {
            class magazineclassname
            {
                magazine = "magazineclassname";
                count = 1;
            };
        };
    };
};```
#

basically they are configured the same way as ammo boxes

#

so you need the class TransportWeapons and class TransportMagazines

last aurora
#

ok, got it

#

jep, working now. THX
error was that i used WeaponHolder_Single_F

odd gale
#

does anyone have any clue how to stop zeus virtual entities stop grouping with other placed modules? for my unit's framework

dim kindle
#

ever since converting my 2D mission file to 3D I get the error "No entry 'bin\config.bin/CfgWeapons.Burst' "when loading it on my server

#

the only thing I've seen that has been changed is the Vector 45 ACP changing from 3 round burst to 2 round burst

#

Might that be the problem?

#

the lines that correspond to "burst" are only these two: 15:15:21 Warning Message: No entry 'bin\config.bin/CfgWeapons.Burst'.
15:15:21 Warning Message: No entry '.scope'.
15:15:21 Warning Message: '/' is not a value
15:15:21 Warning Message: Error: creating weapon Burst with scope=private

turbid swift
#

thats a config error and has no relation to a mission

#

probably some faulty addon/mod you have active

dim kindle
#

well I get the same thing when launching it with only vanilla

turbid swift
#

just clean out the mod dependencies in the mission.sqm and save it again

#

verify via rpt that you run pure A3 without mods

last aurora
#

i got almost everything working in the 3DEN props section, but only handguns seem to keep trolling me. i can see sthe entry in props section, the pistols also have a picture and a description. but when i place them down they dont show up. this is basically how i set them up:

class CfgVehicles
{
    class Weapon_Base_F;

    class CUP_Weapon_hgun_Colt1911: Weapon_Base_F
    {
        author = "$STR_CUP_AUTHOR_STRING";
        scope = 2;
        curatorScope = 2;
        editorCategory = "EdCat_Weapons";
        editorSubcategory = "EdSubcat_Pistols";
        mapSize = 0.4;

        displayName = "M1911";
        editorPreview = "\CUP\Weapons\CUP_Weapons_Curator\data\editorPreview_images\weapons\CfgWeapons_CUP_hgun_Colt1911.jpg";
        class TransportWeapons
        {
            class CUP_hgun_Colt1911
            {
                weapon = "CUP_hgun_Colt1911";
                count = 1;
            };
        };
        class TransportMagazines
        {
            class CUP_7Rnd_45ACP_1911
            {
                magazine = "CUP_7Rnd_45ACP_1911";
                count = 1;
            };
        };
    };
};

am i missing something?

alpine garnet
#

curatorScope should be scopeCurator

#

But that's unrelated to your issue

#

Try using Pistol_Base_F instead of Weapon_Base_F

#

Weapon_Base_F uses \A3\Weapons_f\DummyWeapon_Single.p3d
Pistol_Base_F uses \A3\Weapons_F\DummyPistol_Single.p3d

last aurora
#

thx, i'll try

#

it worked, thx!

fallow oyster
#

Does anyone know how to get arma to not save 3den attributes like ace_isEngineer?
The SQM always saves property="ace_isEngineer"; once it's been changed, even when the value set back to the defaultValue.

signal elk
#

Ace has check boxes in Eden. Is that what you're talking about?

#

@PabstMirror#4052

fallow oyster
#

It's really any attribute, checkboxes or custom ones.
They leave their attributes and expression in the mission sqm even when set back to the default value in the config.

weary crystal
#

can i spawn compositions via AddAction?

signal elk
#

@weary crystal you can make a script that literally just creates every item at the coordinate and rotation you want. That's the only way I know of doing it. How many items are you spawning?

weary crystal
#

10-15

#

some sort of small FOB

dim kindle
#

That wouldn't be too hard. Just place everything in eden, copy the values of the location and rotation, and throw them into a script.

signal elk
#

That's what I was thinking. @weary crystal just use a bunch of create vehicle scripts. To add the buildings.

#

That actually gives me a good idea, where everyone arrives at a location and it fades to black, spawns the newly built fob and it's night time

weary crystal
#

i suck at scripting...any help?

signal elk
#

@weary crystal Talk to me in private messaging

dim kindle
#

I have a trigger which should play a sound and put something in sidechat but it doesn't do that at all when running on a dedicated server

#

is it still true that triggers break on dedicated servers?

dim kindle
#

The triggers themselves? Not to my knowledge. I've never had an issue with triggers breaking.

#

They're just not working at all?

dim kindle
#

DriftingNitro helped me out yesterday. It's working now

dim kindle
#

anyone here who has experience with the ALIVE mod?

#

the alive discord is sort of dead :/

signal elk
#

ded srver

torpid turret
#

You will find that many Discord servers are "dead". This is due in part to time zone differences, day of the week and work schedules (amongst other things). It is the same with the legacy Skype chats. The only difference is that now everyone expects a semi prompt reply.

dim kindle
#

@torpid turret i know about the timezones its just a bit weird that you dont get a reply with at least 100 people online 😄

torpid turret
#

Not everyone has an answer

#

I just moderate 😉 and occasionally have an answer.

#

Pennyworth on the other hand is a genius 😉

alpine garnet
#

😛 I don't know much at all about ALiVE

torpid turret
#

I've still got to poke around in your brain a bit more about "objects"

alpine garnet
#

a) Not everyone online checks the chat frequently
b) Not everyone uses ALiVE
c) If you have a question about it you're better off asking it directly, you greatly reduce your chance of getting a response by asking "Is anyone here?" or "Has anybody used X before?"

torpid turret
#

^

#

Additionally, ALiVE have a dedicated website, forum and Twitter presence.

dim kindle
#

fine fine i'll shut up

#

xD

weary crystal
#

How to "COOP Eden":1.set the game on window mode **2.**download TeamViewer (or any remote control sofware (tested with TV)) **3.**let the other persone connect to you 4. edit!

restive fog
#

Hi all, does anyone know how to add goggles to custom arsenals. When ever i customise/limit a arsenal on a item the facewear/goggles options disappear. Is their a way to prevent this annoyance

torpid turret
#

@restive fog please don't spam multiple channels with the same question. If someone has the solution, they will answer.

dim kindle
#

for some reason i had to read Jakes message 3 times to make sure if i just read "google"

torpid turret
#

😉

restive fog
#

@torpid turret - i believe my post was relevent to all those categories

torpid turret
#

Channel spamming is not appreciated. You missed the most appropriate channel #arma3_questions

crude jolt
#

Hello, could anyone help me with eden quickly?

#

I am trying to have a sniper sit on a hill and overwatch over a town, and fire if he sees enemies. Not sure how to do that

torpid turret
dim kindle
#

@crude jolt place the sniper on the hill, make him face the direction you want and give him a sentry waypoint with the credentials to shoot on sight.

torpid turret
#

Or even setDir

grizzled stag
#

3den doesn't use the functions cache. The UI is already slow. Functions are compiled every time you enter or leave preview mode...

#

can't the cache be enabled for this? would speed up things noticably

turbid swift
#

@grizzled stag best send a tweet to Karel or KillzoneKid; otherwise it will likely not get noticed

pine garden
#

@grizzled stag I thought disabling 'recompile functions' did exactly that? Or is it for something else?

grizzled stag
#

It might be that. But then why is it enabled by default? 99.9% of people don't even know what it does. Why slow them down?

grizzled stag
#

ok. I tested recompile functions [ ]

#

It doesn't work. Even when unchecked the functions are recompiled

#

It is unchecked by default, but broken...

turbid swift
#

funny ^^

silver wasp
#

hey

#

i try to port a mission from 2d editor

#

tu eden

#

and gives me a blank map

#

any idea

#

?

dim kindle
#

What you could do probably is take the mission.sqm from your old mission, load a new map, save it with nothing in it, and drop the mission.sqm into your mission's root folder @silver wasp

#

And load the same map when I say 'load a new map', obviously. It might also be best for you to leave the editor when you replace the mission.sqm.

alpine garnet
#

He posted in one other channel yesterday, and it was fixed by changing one unit to be a player instead of playable.

dim kindle
#

Oh, interesting.

turbid gull
#

greetins gentlemen , how would i impliment a sound feed back when i kill enemy ai or anyone in my missions ?

wild rampart
#

Hey is there a way to rotate compositions prior to placing them?

dim kindle
#

Hello, I placed some playable units in the 3D editor and suddenly I saw that they're moving inside the editor. Is there a way to stop them from doing that?

drifting mango
#

Uhm.... you sure you're not playing Zeus? 😞

pine garden
#

@dim kindle Some mod will cause that. Can't remember which though

dim kindle
#

@drifting mango Im sure :p

queen vapor
#

It'll be caused by a mod playing with simulation state. Maybe something related to caching?

dim kindle
#

It can ve caused by ZBE_CACHING?

#

be*

#

I dont nevrer dreamed that scripts can make the units to move in the eden editor

queen vapor
#

It could if it hasnt been updated since eden was a thing

#

Eden is in a sense "just a mission"

#

Stuff doesnt move because simulation is disabled

#

Anything that messes with that without taking eden into account could cause that.

normal sparrow
#

It'd be nice if we could get object on object snapping. Otherwise it takes a longer time to place a object on a table or something.

drifting mango
#

There is.

#

You might have disabled snapping in the toolbar.

normal sparrow
#

@drifting mango I'll double check.

#

@drifting mango Well it looks like some objects, especially from modifications. Seem to not snap properly. While some do.

queen vapor
#

their hitboxes might not be properly defined

hot valley
#

^^ pisses me off, especially the apex Blackfish.

#

And the boathouse object if you try to put an object onto it (stand for example) it goes into the object

#

Because the Hitbox on the boat house
Kinda annoying. Happens all the time

#

Just make it snap into the object

#

Then edit the values, slightly at a time till you get where you want.

#

That's what I do atleast, hope it helps

normal sparrow
#

@hot valley very tedious at that.

hot valley
#

@normal sparrow darn right, mind you I don't do it that often and the fact i don't really mind it

vagrant patrol
#

On my custom map I keep spawning in the corner of the map. Anyone know what causes that?

dim kindle
#

no spawn point determined

#

spawning at (0,0) I suppose?

normal sparrow
#

@vagrant patrol Make sure you have a respawn type set, and a marker with "respawn_west", or "respawn_east" for NATO and Eastern Factions.

weary crystal
#

how do i share compositions that i made in the editor?

weary crystal
#

i know that

#

i want to send to other people

torpid turret
#

My bad, thought it was included in there.

drifting mango
#

I believe the compositions are in your documents in a folder next to your missions.

half stirrup
#

Hi

#

I setup zeus on a unit and all works great

#

Now I want to have multiple zeus in my mission but only the first one can create units.

#

help plz 😃

vagrant patrol
#

I'm trying to make a custom faction using existing assets for use in zeus/eden. Anyone have experience with this?

deft swift
#

hi all 😃 this might be a simple one but did not figure it out in eden. I have created task with modules and they work fine. however I want to make few of those to be assigned to unit only after some trigger fires (i dont want the task to be visible in Tasks list on mission start). How would I do this?

drifting mango
#

Sync the trigger to the create task module.

deft swift
#

yes, but this makes the task visible in the task list at the start of the mission

#

ok, well no... if i dont sync the create task to player group

drifting mango
#

It shouldn't unless the trigger is activated on mission start.

deft swift
#

but if I dont sync it to player group then the trigger wont make it show up in the task list

drifting mango
#

Sync it to both.

#

Actually, the link to the group should be an owner link, not a sync.

deft swift
#

sync seems to work, set owner did not work.. thanks. I think I originally missed one link create_task <-> trigger

plain coral
#

i've got a vehicle respawn synced to a bunch of helicopters and it's not respawning any of them... these are the settings on it http://imgur.com/gcJ5aUY

EDIT: Don't have garbage collection clean up vehicles before respawner.

deft swift
#

at some point during the mission creation I added prop requiring marksman dlc. However I dont really need this dependency. What is the best way to find out what prop it actually is and where is it (I think is some weapon attachment...)

deft swift
#

and yet another... I have a radio message that I show after a trigger has been fired. now I have it for group of synchronized objects since mission is MP and in SP player can switch units (so they can continue playing if leader dies). the question is: how can I make the radio message play only once. now its shown multiple times, looks like once for each squad member

vagrant patrol
#

Anyone know how to enable parameter sleection? The "parameter" option doesn't show up on custom missions but I want to be able to toggle who ind is friendly to.

rustic junco
#

(posting in a few relevant chats) anyone know if I use synchronizeObjectsAdd in order to make sure that a zeus player respawns with an editable area?

marble aurora
#

Why does the editor allow us to place Rabbits, but not Dogs, Sheep and other in-game animals? That's a little strange, no?

paper cipher
#

cant remember where I read it but someone said in eden editor if you hit CTRL-O it will launch the good old 2d editor, however on v1.64 its just shortcut for open mission. any ideas?

#

hmm then that must mean literally from the terrain selection screen I guess. gotta try it out when arma3 is running the next time.

marble aurora
#

the 3d editor has a 2d view - (M for Map)

paper cipher
#

yep (but just to be clear, I was talking about 2d editor, not map view).

marble aurora
#

right, I'm just trying to understand why anyone would still need the old editor?

#

most of the time, when people ask about it it's just because they want the map view and didn't know that it was still there in the new editor

cunning token
#

has anyone else been bitten by the Eden attributes expression '%s' evaluating to the attribute class name and not the property name? It's documented, but somehow a bit counter intuitive IMO

opaque token
#

Half the eden docs are just plain bullshit

last aurora
#

Wow, the most detailed complain i've ever read.

marble folio
#

I wish the Eden 2D map got the texture view though.

#

And Eden's felt a bit quirky with 1.64

drifting mango
#

You can toggle textures with CTRL+T.

golden bough
#

@marble aurora If they removed the 2D editor you wouldn't be able to convert the maps.

#

It's a dependency thing I think

marble aurora
#

@drifting mango Thanks, that's genuinely useful info

paper cipher
#

tried it out last night, when you are in arma3 main menu, click editor and then hit CTRL-O it opens the good old (2d) mission editor.

marble folio
#

@drifting mango oh thanks, I didn't know about that 😮

glacial axle
#

Hello
So i have a question about Zeus, So i tried to get Zeus working in the editor but whenever i try to play it in SP the addons dont load up... I tried editing it to something like "All addons (including unofficial)" but that didnt work either. does anyone know how to fix this?

marble folio
dry tide
#

anyone know what format eden uses to save object orientation? I cannot find a command that matches.

queen vapor
#

set the rotation attribute with set3DENAtrribute

#

e.g. for position you'd do _unit set3DENAttribute ["position",_pos];

dry tide
#

sorry I should have explained a bit more. I mean when using the rotation info saved in the sqm, how does it use that to correctly set rotation when you load the mission because I can't find a script command that uses it properly.

As an example:
rotation returns - [0,349.978,146.676]
While the SQM shows - angles[]={0,2.5599742,6.1082616};

I'm wondering if there is a command or function that properly uses that angles[]={} bit.

queen vapor
#

Might be setVectorDir

torn cedar
#

what's the fastest way to get the class name of an object placed in eden without having to start the mission? so literally IN eden

#

found it.

right-click -> log -> log classes to clipboard

inner sonnet
#

Am I blind or does 3DEN seriously not have a way to put a group in a cargo of a vehicle without having to resort to the old 2D way of 'this assignAsCargo crap; this moveInCargo crap' init stuff?

dreamy raptor
#

can't you just drag the fuckers over the vehicle?

#

it definitely works for single units

inner sonnet
#

Ah, that works. Weirdly it seemed not to a while ago, or I was just a deumbass..
There seems to be a bug though, if the leader of the group being dragged into a vehicle as cargo is player the current Dev CTDs.. Other positions in the group seem to work fine..

#

Deumbass is a bt more than a dumbass 😉

signal elk
#

@inner sonnet select the units inside the vehicle without selecting the vehicle, right click, group to... , left click one of the unit's icons for in the vehicle.

kind prism
#

Is there a way to set a mode so everything that is placed has a certain attribute, such as Simple Object, until that mode is disabled?

queen vapor
#

Not natively.

plucky axle
#

how can I see the object idsagain? on the 2d editor there was a button with show id but it seems that I can't find it on 3DEN

#

ah do3DENAction "ToggleMapIDs"; does the job

obtuse kiln
rich basalt
#

psa: triggers and changing area marker colours is nerfed in eden in the 1.68 RC

obtuse kiln
#

Do you have more info than "nerfed"?

rich basalt
#

the activation field of triggers is disabled

#

and the marker colours dropdown doesn't work

obtuse kiln
#

Huh. Nerfed usually means something done intentionally to reduce power... is this a planned thing with triggers? Is there some new solution for an activation block, or is it just broken? 😃

rich basalt
#

just broken :p

#

I meant it as more of a 'don't develop in the RC unless you have to'

#

My experience with dev/RC is that there's always a broken feature in eden and you just need to work around it

obtuse kiln
#

Ahh, ok. :)

signal elk
#

The only time I really ever committed to Dev branch was for zeus

#

when it was first coming out

queen nova
#

i remember there was an option on Eden to select the Skin of an Vehicle if the Vehicle has multiple Skin Options, but now i miss this specific field, was it removed or i am totally wrong about this?

signal elk
#

it's in virtual garage

#

right click the vehicle

queen nova
#

Ah there it is thanks, i was search in the attributes Window (Where it was before)

rich basalt
#

I think Eden might need a more streamlined, beginner-friendly UI mode

#

I've had friends who get a bit freaked out by all the choices

#

I'm not sure how it would be done

#

but I do think it's a bit of an issue

#

Thoughts?

hearty anvil
#

@rich basalt How "beginner-friendly" should a default (in the sense of 'you set up Eden without configuring much of anything except activating it) UI be though?

rich basalt
#

Zeus with a tutorial I'd say

#

remove the left hand layers interface

#

de-obsfuscate the right click menu

#

replace the top bar dropdown mac-style menus with icons on the top bar

#

reintroduce inbuilt tutorial hints on function modules

#

and organise everything by usecase, sometimes duplicating objects

#

like

#

'want to build a defensive position? here are some good items, tools and modules'

#

A sponsored video series in the form of dslyecxi's would be cool

signal elk
#

Eden is more beginner friendly because people can understand a 3d enviornment more than a 2d map full of lists. They visually analyze the objects there placing down and can easily recognize "red tank, blue tank, blue soldier" stuff like that

#

Less scripts and more checkboxes too

rich basalt
#

Oh totally

#

while being 2x as powerful at the same time

#

I do wish the 2D Eden was more like the old one/the fixed placement circles

signal elk
#

I wish the icons were a bit smaller for the map

#

liek modules can take a lot of space and make it hard to grab things from the map

#

besides that it was largely the same from what I saw

pine garden
#

Layers. Put stuff in separate layers, and then either hide or lock them.

signal elk
#

I forgot about layers and layer locking

#

I only rarely use it

lime totem
#

Think already said but the dropdwn selection for marker colors is broken. Any help or hint? Will it be solved? @BI developers

#

In Eden of course

lime totem
rich basalt
#

@signal elk layers are like the best thing ever, get on therm

signal elk
#

I have sorta been using them lightly, just to get scenery out of the way. Been working with less props more scripts so ya

rich basalt
#

Fair

#

I wish there was a way to pass all of the objects in a layer to an array though, would make object caching/randomisation really good

#

and easy

signal elk
#

like a send to >> Layer "name"

rich basalt
#

Yeah

#

or even making layers have their own namespace

#

being able to treat layers as their own entities

frank ledge
#

In the editor is there a hotkey to play as a "charactor"?

signal elk
#

I don't think so because you have to right click them

gray nymph
#

can anyone assist me how to make a variable marker to spawn a vehicle 10m above ground? I have a platform on the water and i need to put the empty marker on it but it spwans it in the pier and blows up

signal elk
#

sounds more like a scripting thing

rich basalt
#

when you do the vehicle spawning, do [(getMarkerPos "marker") select 0, (getMarkerPos "marker") select 1, 11] instead of getMarkerPos "Marker"

dusty plaza
#

when in fullscreen windowed you cant use the dropdown selectors in the eden editor but it works in Fullscreen

obtuse kiln
#

Ahhhh, that would also be an issue. Both the workarounds do work for windowed fullscreen. I just switched to that yesterday. 😃

ionic gate
#

One QoL feature i'd like to see in Eden's loadout editor is some form or randomisation for uniforms headgear etc. The flow would be:

select a couple of units
right click > edit loadout
ctrl click X uniforms (multiselect)
Click ok/apply
On exit it selectRandoms out of the array for each unit

I do that through a gearscript at the moment but it'd be nice if it was part of Eden

#

I could see how it'd be tricky for weapons (handling magazines & attachments etc). But for uniforms, headgear I think it'd be neat

minor ore
#

does anyone else get a camera movement stutter with lots of entities placed in a hidden layer?

#

talking 20k+ entities hidden in a tree of hidden layers, 3-4 stutters per second

#

the layers are also collapsed too, so it's (hopefully) not the UI trying to draw all the entity names

torn cedar
#

is there any way to keep eden from resetting rotation of an object once you move it? using the different gizmos it always resets things. beyond annoying

pine garden
#

@torn cedar Try disabling that surface following thingy in the toolbar.

signal elk
#

Also be sure to translate position use the x and y coords individually with the widget @torn cedar

torn cedar
#

is the snap thingy per object? feels like i need to turn it off again and again

signal elk
#

the snap thingy is global

#

if it's on, any object you select&move will attempt to snap

#

disabling it will not unsnap obviously

torn cedar
#

more eden noob questions. how do i rotate an object on its local axis? seems to always be world coords. also is there no mode to rotate on camera coords?

signal elk
#

what do you mean a local axis? you mean rotate miultiple things at once at their own oriigns?

torn cedar
#

i mean local coords. like modelToWorld. must be possible some way already, right?

#

or i guess world to model rather. bad terms eitehr way. should be clear though 😄

signal elk
#

I think it's all based on world coords

torn cedar
#

hm. that's kinda bad. you sure?

signal elk
#

If you multi select objects the widget origin will be in the origin of the first object/group selected

plucky axle
#

I wish the rotating in 3DEN wouldn't be that much cancer. I just want an object to rotate it a bit and then the editor just makes a massive 89 degree turn :S

#

any tips on that? trying to stack a wall on-top of another

#

but want the exact same rotation as the wall below

pine garden
#

Fine-tuning is easiest with the rotation/move widgets. (as opposed to just dragging with mouse)
Or you could change the angle value manually in the object's properties

plucky axle
#

@pine garden well I'm even stuck at aligning a simple 10 meter fortress wall to a white border in the VR

#

right side its okay but on the left its getting more and more away from it

pine garden
#

yeah, adjusting objects so big is horrible

plucky axle
#

hmm I think I got it with the rotation widget atleast closer to the border

plucky axle
#

I have built a small lab in the VR because flat ground. Now I changed the height and copied it. But in my mission when I paste the lab its not in the air (Mostly) and messed up. Why?

plucky axle
#

renaming the mission folder to match the map of my mission and then merge works but seems a Workaround

flint cedar
#

Cant u just hold alt and pull it all down

proper glade
#

I think I know what you mean the fine tuning for object height and surface snapping gets messed up sometimes when copying compositins with multiple objects stacked ontop of each other ... like a table in a house with stuff on the table will get messy ...

#

things will not be snapped to the right surfaces after coyping and inserting them ...

gilded carbon
#

yeah man

#

makes it tactical

torpid turret
#

@knotty venture And you can delete that now.

#

@gilded carbon "Tactical" spammer got banned.

clever hawk
#

I'm trying to start a serverside mod through Eden Editor. So when I do Host Server (Internet) that it has the serverside mod. Trying to test extDB on my mission. (I can't run a VM on this computer because resources are too limited.)

clever hawk
#

no one know?

normal sparrow
#

@clever hawk look in the server param area in the launcher. Youll be able to load a server with extDb from tbere

clever hawk
#

So if I put the param into the launcher and load my sqm into eden launcher it will connect to the DB?

normal sparrow
#

Well take a look at the launcher please and look at all of the parameters, its rather self explanatory

nimble trail
#

Anybody here knows if there any way script-wise to tell (while in editor, not after mission start) if unit's loadout was changed anyhow in the arsenal?

pine garden
#

@nimble trail You could compare the getUnitLoadout of the object and its class.

nimble trail
#

yeah, though I can't because it's already being edited by other mods

#

I noticed that after mission init, there's variable being set that flags unit's loadout being changed with arsenal

#

but not in editor. still I'd be interesting in getting such flag in editor, if it's possible

#

tsk, looks like it's being saved with hardcoded function, so no luck

normal sparrow
#

@nimble trail why the fuck is the mod modifying the loadouts?!?

nimble trail
#

because it's easier for mission makers 😄 - loadout preset mod in my community (btw checking loadout against config NEVER works because of magazines being added to weapons and goggles being changed for player)

#

but I think I'll go full rambo and overwrite bis_fn_arsenal to save a variable that unit was changed and remove it on loadout reset

#

as it was clearly supposed to happen @biminions

normal sparrow
#

@nimble trail yikes, tough if you want to change it later on. You can cross reference uniforms helmets

restive fog
#

HI all, any idea how to setup the jets with wings folded even after respawn? (having them keep there pylon loadouts would be great aswell, posted loadout question in #arma3_scenario but i think tthis room is more appropriate)

nimble trail
#

this animate ["wing_fold_l", 1, true]; this animate ["wing_fold_r", 1, true];

#

if refuses to work, wait till it's loaded:

#

[] spawn {sleep 0.1; this animate ["wing_fold_l", 1, true]; this animate ["wing_fold_r", 1, true];};

restive fog
#

I found this on BI, how would I implement this in my mission...surely not with vehicle init. Any suggestion?

/// No action will be taken regarding the following vehicles (either, names, classes or kind) disableRandomization[] = { //"AllVehicles", // No randomization at all //"Air", // No randomization at all for air vehicles //"land", // No randomization at all for land vehicles //"Ship", // No randomization at all for sea vehicles "air_f", // There won't be any randomization on every air vehicles "C_Hatchback_01_F", // No random on Hatchbacks "truck_withoutRandom" // No random for this given vehicle };

#

Init.sqf ? (Totally guessing here 😁 )

nimble trail
#

where did you find it? because that's not a script, that's config

#

might be that it's being added to some class in description.ext, but it also might be addon-config only

#

hmm... judging from the comments in code, description.ext

#

do you have a link?

queen vapor
#

it does show you completely how to implement it there

nimble trail
#

oh, so you just add it to description.ext

queen vapor
#

i think you also need to use bis_fnc_initVehicle

restive fog
#

@queen vapor yup thats the one, bis_fnc_initVehicle how would i use this...along with coding in description.ext
@crisp mirageerro thx ill test it soon as i can

sick ginkgo
#

What was the reason behind the simple object attribute no longer being modifiable on objects that arent simulated?

nimble trail
#

bug

sick ginkgo
#

Ah so its not meant to be like that? Was gonna say, because I cant toggle it on/off anymore

nimble trail
#

don't have a link, but I remember someone asking devs and being told it's a bug somewhere in #general_chat_arma

sick ginkgo
#

aight cheers

ionic gate
#

Should we use the feedback tracker for feature requests as well as bug reports? It would be great if the columns on the "Open Mission" dialogue could be resized. The Terrains column takes up way too much space and can make differentiating different versions of the same mission difficult http://i.imgur.com/lWWPQkz.jpg

nimble trail
#

you should, but you should also post it here and if it's something more or less critical, try to notify biminions about it, because sadly search feature is wonky in the feedback tracker

ionic gate
#

Yeah, this is squarely in the "Nice to have" category

nimble trail
#

post it here after you report it, you'll have my support there.

ionic gate
sleek spindle
#

hey.. i used to remove some objects before i opened a mission sqm where I worked on the objects replacing those removed objects.. with new model it resets all the objects I removed from debug console when I open the mission with my objects.. so i'm trying to figure out how to remove stuff from map.. then load the mission sqm objects.. anyone have ideas?

#

to be clear i dont need code for debug console.. I can remove things in debug fine.. I dont' need logic.. i need something that removes the original map objects and allows my mission sqm objects to load in.. (in an 3den editable state)

sleek spindle
#

Still looking for a solution. Pls lmk if anyone has any ideas. Thx

queen vapor
#

Can you be a bit clearer on what you want? Remove map objects while youre in 3DEN?

nimble trail
#

oh man...

#

it's your time to shine, nick 😄

sick ginkgo
#

So nothing seems to be fixed in the hotfix regarding not being able to toggle the Simple Object attribute in the eden editor of some objects? Surely this isnt intentional. Because now ive got a bunch of objects stuck as simple objects and I cant turn it off?

nimble trail
#

well, blame <@&105622502444711936> 🔥 🔥 🔥 🔥 🔥 🔥

autumn wasp
#

🤔

nimble trail
#

🔥 🔥 🔥

sick ginkgo
#

@autumn wasp Do you know if what I mentioned is actually a bug? Surely it would be, because I cant turn off simple objects on previously placed objects now.

nimble trail
#

well, good news is, even if it's "a feature", it looks like eden still takes the attribute into account. That means as a last resort, it can be fixed worked around untill fixed using a mod

autumn wasp
#

@sick ginkgo Well, I guess?

sick ginkgo
#

@autumn wasp Im just wondering because if its not known I can put up a ticket on the feedback tracker

ionic gate
sick ginkgo
#

Alright cheers

#

Is there any benefit defining multiplayer values through the eden editor such as respawn/enableAi/game type etc over doing it in the description.ext?

nimble trail
#

editor is easier to fiddle around, description.ext is easier to return back to your community defaults after misclicking something

#

so it depends on your use case, really

#

both options are valid

sick ginkgo
#

Which one takes priority? Such as if you have values defined in both? @nimble trail

nimble trail
#

iirc the description.ext file

sick ginkgo
#

alright cheers

autumn wasp
#

@sick ginkgo @ionic gate 👍

languid zephyr
#

Some objects don't have the properties because turning them into simple object wouldn't make any difference.

sick ginkgo
#

@languid zephyr Yeah thats what I thought. But what about objects that were previously made simple objects? How could I turn it off? If theres no difference I want to go ahead and change them back but I cant.

real laurel
#

anyone available to help me set a cool down for a trigger?

nimble trail
#

it has no chill?

torpid turret
#

😂

normal sparrow
#

Use a super soaker on it?

sick ginkgo
#

With the new change of not being able to toggle the simple object attribute on certain objects, is there any way I can turn it off for previously set objects? Ive got hundreds of objects set as simple objects which can no longer be toggled

nimble trail
#

open sqm in text editor (I'd suggest sublime text, as with ctrl+d you can select multiple instances of selected text)

obtuse kiln
#

So... any way to lock pieces of a composition together relative to each other? I built a composition, and I want it to always maintain the same positional relationships within the composition. The problem at the moment is the height adjusting to the terrain below, which I do not want.

drifting mango
#

Have you tried disabling the surface snapping?

#

The one that looks like this: –↕–

obtuse kiln
#

Let me take a look... I hadn't head of that, so presumably "no". 😃 Where do I find it?

#

Hm... that makes it snap to some kind of grid, but it still messes with the Z position depending on the terrain

#

I currently have the objects aligned to sea normal (I want a flat platform), which it seems to keep when I move it around, but the objects slide up and down maintaining height ATL, it appears

#

Aha, the button right next to it - vertical mode - seems to do the trick. Thanks SageNTitled. 😃

drifting mango
#

np

nimble trail
#

@knotty sedge I've noticed that the best practice is to build your compositions in VR. This gives best results when arma tries to compensate for elevation changes

sick ginkgo
#

Is it possible to make a crate/ammo box accessible with simulation disabled? I want a crate to be able to be opened, but not move around when hit with a vehicle and suhc.

#

such

queen vapor
#

AttachTo it to an invisible object with simulation disabled?

sick ginkgo
#

@queen vapor Hmm didnt think of that, that would work. Thanks

lusty kite
#

Hello, since I prefer fixing problems on my own I've just joined this group because there is one that caught me off guard.My question is is there any way to make AI mortars fire at slower rate and also if it is possible to spread out impact zone.

nimble trail
#

so far only way of controlling ai arty fire I know of, is to take away their ammo via script and give it back when I want them to fire again

#

but I don't know many tricks

lusty kite
#

hm smart move

#

even though its kinda tricky having the fact that timing must be pefrect

restive fog
#

Hi all, im having a issue a mission im creating. I want to make it so the players, when dead, will respawn on availible side spawn slot.... with the switch to side member respawn option.

But as soon i spawn in i get mission completed even thou there was no mission to be completed.
any suggestions?

sick ginkgo
#

What would cause an Error Loading Mission? I opened a mission.sqm and removed all occurances of createAsSimpleObject and then removed all leftover blank lines and I could no longer load the map

nimble trail
#

I think the fact that you edited file yourself might have broke it 😉

#

there's a big chance you've deleted a semicolon somewhere, or something like that

ionic gate
#

Yeah directly editing the mission.sqm is always a gamble

sick ginkgo
#

Is there any point disabling simulation on certain objects like barriers, h-barriers, concrete walls, piers etc? I dont want them to ever be damaged but I dont think they even can be damaged or moved

analog path
#

yes, you can uncheck that in the eden editor. like you can do with every other object.

nimble trail
#

@fallow tulip objects you mention don't have physics enabled (other than collision detection) so it shouldn't change anything

vagrant patrol
#

I just accidentally saved a blank map over one of my maps because I thought I clicked open but I clicked save

#

how do I get it back?

nimble trail
#

you don't

#

did you publish this mission (overwritten one)? maybe you have pbo somewhere

vagrant patrol
#

I have it exported to MP

nimble trail
vagrant patrol
#

and when I try to play it, it looks like it isn't blank because I see the players I have set for it.

nimble trail
#

pbomanager should allow you to open the pbo and extract it

vagrant patrol
#

oh thank the sweet lawd

nimble trail
#

iirc exported file is in arma installation in mpmissions subfolder, but you can also check %localappdata%\Arma 3\MPMissionsCache folder

vagrant patrol
#

where do I extract it to?

nimble trail
#

documents and settings -> other profiles -> your profile -> mpmissions

vagrant patrol
#

thanks man

#

you saved me a whole lot of stress

nimble trail
#

folder mission_name.Altis (or what your island is)

vagrant patrol
#

It extracted it as an .sqm.bak

#

do I just delete the .bak from the extension?

nimble trail
#

oh, did you just extract the sqm file from the pbo? then .bak file is your "new" mission (the empty one)

#

in that case, you don't need to rename anything

vagrant patrol
#

I'm confused. It didn't work. I deleted the .sqm that was in there and replaced it with the .bak

nimble trail
#

yes, the .bak was the empty one 😄

vagrant patrol
#

but the .bak was what I extracted from the export I think

#

but the export wasn't empty.

nimble trail
#

no, pbo manager saw that there's a file that could get overwritten, so it renamed it to .bak

#

your exported file was mission.sqm, and empty one became mission.sqm.bak

#

just delete mission.sqm and extract the pbo again

vagrant patrol
#

ah okay

#

AHA it worked

#

you are a champion

marble aurora
#

At the start of the last mission of the East Wind campaign (Help miller ending) there's a police truck parked near by. I can't seem to find this in the Eden editor, anyone know if it's available there or the model name if it's not?

#

This isn't the same as the gendarmerie vehicles added in Apex

white steppe
#

It's the normal offroad, you can add those police parts from the Arsenal variant for vehicles in Eden

marble aurora
#

ah, thought I'd checked that already but maybe not ... civilian offroad?

white steppe
#

Yeah

marble aurora
#

maybe that's why then, think I checked the various faction offroads but probably overlooked the civilian variant

#

thanks

nimble trail
#

there's also a chance it's not in arsenal, but it should be there

marble aurora
#

well civilian version does offer a police (and service) lightbar variant, though I thought I remembered there being a police texture for it as well which I can't find. Might have to replay that mission to see if my memory is faulty.

white steppe
#

If there is, it'd probably not be accessable directly through Eden but only through setting the texture manually, but I've never seen anyone mention a separate police car texture being in the game

#

It would have probably turned up since there's a lot of demand for one

tall urchin
#

how can ı make planes take off from the aircraft carier. becase seems like they actually do not take off properly and cant find their way

kind prism
#

Anyone know if it's possible/in-the-works to allow the attributes dialogue to be opened by a keypress?

sinful zenith
#

Doesn't <Enter> already do that?

kind prism
#

That tends to do Play in Singleplayer for me.

sinful zenith
#

true. ¯_(ツ)_/¯

#

I would also like that. I would also generally like if the Eden hotkeys were configureable in the hotkey settings

nimble trail
#

did anybody notice weird behaviour of in-editor debug console post-update?

#

@mental pelican only gets cancel button out of the dialogue

ionic gate
#

Haven't had any problems with it so far

vagrant patrol
#

How do you make it so that playable units actually spawn on their placed location when respawn is enabled?

#

Whenever I enable respawn it makes characters actually respawn at the beginning instead of just.. having them spawned.

analog path
#

in the multiplayer settings there should be a setting for "spawn on location of death" or "spawn at start point" etc. can't really tell since I am not on the PC right now but it is up there

vagrant patrol
#

Yeah, I can't find an option that lets me respawn on custom position, while also spawning the player characters at the beginning

normal sparrow
#

@vagrant patrol respawnOnStart=1 description.ext

vagrant patrol
#

Thanks! I tried looking on the wiki but i couldn't find it. Shoulda checked the description.ext page.

zealous sparrow
#

How do I make a respawn point work in the eden editor?

atomic spear
#

make sure you enable respawn in attributes>Multiplayer

#

what is you actual problem?

zealous sparrow
#

I have respawn enabled and I have a respawn placed but it

#

its not working

atomic spear
#

do you have a side set to respawn from that point?

zealous sparrow
#

yes its set to BLUFOR

#

can't send a screenshot in this channel can I DM it to you @atomic spear

atomic spear
#

thats fine, let me take a guick look if theres anything i missed

vagrant patrol
#

Make sure you've named it respawn_west @zealous sparrow

vagrant patrol
#

Has anyone else had trouble getting Huron/Taru containers to work as Ace Logistics entities?

#

I tried to make a Huron repair container into a repair facility but it is not working at all. Same with medical, and strangely enough, ammo (which is not ace)

#

They basically are just containers.

nimble trail
#

(slack is like discord, but for startups and hipster corporations)

vagrant patrol
#

oh man, I was struggling so much with getting my description.ext to work

#

I finally realized that it was being saved as .ext.txt

olive totem
#

can someone help me make respawns?

normal sparrow
#

@olive totem respawn module

olive totem
#

I did that already didn't work or do anything.And just make sure you know i am taking about the editor not the zeus menu.

ionic gate
olive totem
#

thx for the info

vagrant patrol
#

I broke an .sqm trying to remove a dependency.

#

I removed all mention of it but I'm afraid I either deleted too much or too little

#

it's ACE Sitting which has been gone for a while now

queen vapor
#

check if windows has a backup in file history for you

vagrant patrol
#

I'm on Windows 7 and I don't wanna load a backup because it's really not that important

#

I just need to figure out how to fix this .sqm

queen vapor
#

right click the file, you can sometimes recover files through the properties menu if you're lucky

#

otherwise, really study a non-broken sqm and see if you can sort out the structure

#

this is why people always recommend you backup your .sqm before manually editing it 😉

vagrant patrol
#

I can't figure out at which point I need to start deleting this line. I can't really tell what's ending one line and beginning another

#

should I not be using notepad for this?

#

i really wish this wasn't binarized

nimble trail
#

😐

vagrant patrol
#

oh shit i can just dl the arma 3 tools and debinarize

nimble trail
#

I don't think it can debinarize sqm's

vagrant patrol
#

will this not work for that?

nimble trail
#

oh, nice

vagrant patrol
#

As far as I can tell it should, but also, if you couldn't tell, I'm new to this.

#

So I spend a lot of time being wrong about these things haha

#

oh

#

for some reason it keeps trying to binarize a binarized file

sick bluff
#

Yo

prime glacier
#

Not sure is this is the right area but Im trying to get zues to load in addons (the opposition mod). I checked the box that says use unofficial addons when creating the zues module but in game only the default units show up in zues. The units show up in the editor and are playable so I know the mod works. Is there some other box or sync setting I missed?

nimble trail
#

it's addon maker's fault

#

if addon doesn't define vehicles and units it's adding in it's header, zeus doen't load them

prime glacier
#

Thanks I found a way around it sort of. I call in a gun run using MCC and then it adds that factions units to zues.

fair dock
#

Hey is there any real advantage to using xcam compared to the eden editor while not considering more object features and arguably better workflow. Like is there anything like performance etc. since the sqm export of eden and xcam looks quite different. Thanks 😃
Im asking because ive made a quite big map edit in eden 14k objects before even knowing about xcam but everybody is telling me that they use xcam so whats the real contra point to eden.

turbid swift
fair dock
#

@turbid swift funny how everybody just redirects you around and doesnt want to give a shit or help xD

turbid swift
#

@fair dock try the Skype group for terrain designers. anyway yes X-Cam is the way to go

fair dock
#

@turbid swift and why is xcam the way to go ?

turbid swift
#

time saving, feature-set, layers, MP session, etc

#

watch the official video tutorial sessions. its must do anyway if you are serious about it

fair dock
#

well you clearly didnt read through my whole msg because i said everything except stuff like that.

turbid swift
#

there is no dowsides to X-Cam (except for the initial time investment to learn it/watch and read the tutorials/guides)

#

using Eden for object placement is just unwise

#

no benefit, just downsides

fair dock
#

im also not talking about the downsides of xcam.. im talking about the upside of using xcam over eden while not considering object placing workflow timesaving etc.

nimble trail
#

so we're not sure what else you're interested in

#

both generate same sqm file

#

add more shit, mission works worse

#

add less shit, it works better

#

it's not some polygon-based binary format where you can have different ways of adding simple cube

stone jetty
#

Has anyone had any issue with objects being set as no damage and no stimulation still and disappearing somehow? I have a mission with a lot of objects used for bridges and they are all set with no sim and damage but they some how disappear still.

sick ginkgo
#

I've had this same issue as well ^ Anyone had this before? @nimble trail

nimble trail
#

uh?

#

I'd double check sqm file for simulation and damage attributes

sick ginkgo
#

Just double checked then for my issue, just checked all the objects along the custom bridge where the issue is happening. They all have simulation and damage disabled in both the editor and the sqm

normal sparrow
#

@sick ginkgo so....enable them?

sick ginkgo
#

What do you mean? The issue is that their dissappearing, even know simulation and damage are disabled.

normal sparrow
#

Hmm, are objects managed by a script?

#

Perhaps dynam simulation?

sick ginkgo
#

Nah dynamic simulation is off and no objects managed by scripts. Ill keep an eye on it to make sure nothing external is affecting it. But considering its happened a few times after fresh restarts, a bit strange

vestal perch
#

do they dissaper with simulation and damage enabled?

#

if they do the problem is probably elsewhere

nimble trail
#

since they're used as a bridge, I guess they're supposed to fly above the water

vestal perch
#

Arma + not bridge objects as bridges isnt very stable

finite axle
#

has anyone got experience of creating a smoke effect that lingers around a village? like a localised fog? i've tried the smoke module but cannot get it to look realistic, and it screws my FPS

vestal perch
#

heavy use of particle effects have that effect

dim kindle
#

Hello. Can I somehow save a .sqm file after I accidentially edited it in notepad++ because I didn't know how to remove a pbo-dependency? I don't think I can rebuild and rescript it :/

nimble trail
#

did you try to undo your changes? I'm not sure if n++ keeps an undo history after you close a file, but it's wortha try

#

if not, maybe you have pbo version of your mission somewhere?

dim kindle
#

Would I've needed to export it to a pbo manually? If it'd do it by it self would the pbo be somewhere else then in Documents\Arma 3 or \Arma 3 - Other profiles? After I saved the .sqm in notepad the undo option disappeared. What should I normally use to edit .sqm?

nimble trail
#

nothings really, you should not edit them 😃

#

if you export a mission, it goes in pbo format to arma3\missions or arma3\mpmissions

queen vapor
#

You can use N++, its just very advisable to make a backup unless youve often edited mission.sqm files before

#

You might have an old copy if you right click the file > properties > file history

dim kindle
#

oh thanks cptnnick! I'll try that out asap!

#

I am so used to using N++ for such things back in my Arma 2 missions. Thanks for your help guys!

#

no file history sadly 😔

#

one thing. The problem I face is that the mission simply no longer shows up in the Eden Editor since I've edited it. Can I open it in a different way than over the "open" screen in Eden?

nimble trail
#

it's in correctly named folder and in mission.sqm file?

analog heath
#

Hey all, Just want to put this question out there. is it possible to create a mission/mod which used Exile or more importantly, the hunger and thirst mechanic so I can make a survial mission/mod.

#

would this be a beginner project or more advanced? just curious really as I would love to start planning something out. cheers

queen vapor
#

It definitely doesnt sound as a beginners project, since youd have to learn about a lot of things regarding scripting and MP networking and how to handle players joining your server

analog heath
#

could it be possible in single player missions?

nimble trail
#

it's not really a question to this channel. since you're asking about mod-unique functions and features, it might be better to find exile community

analog heath
#

Thanks for the link.

dim kindle
#

@nimble trail "Campaign_lvl1.namalsk" is the folder "mission.sqm" is the sqm

queen vapor
#

Have you toggled show common file extensions in explorer? Might be .sqm.txt by accident

normal sparrow
#

@cptnnick#7051 isn't that on by default with Windows 10?

vagrant patrol
#

Why is it that in the Virtual Arsenal Garage I can change the Strider/Fennek to NATO colors but I can't in EDEN? Anyone know?

dreamy raptor
#

Some textures are restricted to specific factions in the editor

nimble trail
#

iirc at first you could set everything, but at some point it got "fixed". /sarcasm mode off

#

3den generates a lot of code that makes your mission file noticably bigger if you use arsenal/garage

dreamy raptor
#

doing [this,["Blufor",1],true] call BIS_fnc_initVehicle; type of thing might be less hassle than setObjectTexture though

vagrant patrol
#

Does anyone know how to spawn a full transport vehicle using a script? I'm trying to modify some triggers to spawn full vehicles rather than spawning them as just having a driver/gunner

queen vapor
#

Youll have to add some extra code thaf spawns in units and moves them inside the vehicle

vagrant patrol
#

Well, so if I spawn in a reinforcement group that accompanies a vehicle like OIA_MotInf_Reinforce out of an array, will they get into the vehicle or do I have to script that? Because they aren't spawned by default in to the vehicle, at least not in editor.

#

Since it's a randomized array, could I attach a trigger where if that spawns, it would use a "get in" script?

olive totem
#

can someone help me i trying to make a Custom sign and can't find any videos one youtube.

vagrant patrol
frigid frost
#

So this is probably the best place to ask. I'm toying around with the respawn in 3DEN and I'm looking to get the option to select a respawn position on player death. Trouble i'm having is i want the player to start on the location where it's placed.. Right now when i start the mission the respawn menu opens immediately.

ionic gate
#

I don't think there's an Eden attribute yet but in description.ext set respawnOnStart to -1

frigid frost
#

👌 Works like a charm. Must've overlooked it on the wiki page

#

Thnx heaps 😄

vagrant patrol
#

I had that same problem for a long time.

torn cedar
#

does "undo" even work in the EDEN editor? never does for me

queen vapor
#

mhm? ive never had it not working

torn cedar
#

wait a second. undo is Ctrl+Y? is that because i got windows on german? wtf is that lol. am i having a stroke or is that reversed from every other program in the history of mankind?

#

🤦🏻

queen vapor
#

hahahah nice

olive totem
#

Dose anyone here know how to use User texture?

normal sparrow
#

@olive totem dont post in multiple channels. Starts multiple and confusing communications

olive totem
#

I was just trying to get a respones

dreamy raptor
normal sparrow
#

@dreamy raptor the question was of the user texture object.

dreamy raptor
#

which is there to use setobjecttexture on for various decorations

normal sparrow
#

@dreamy raptor yep.

velvet ether
#

Hey, how would one place a group randomly within a certain radius of its editor placed position?

If I change the spawn radius of the group, it does nothing.

If I change the spawn radius of the group leader, then the rest of the group has to run to him at mission start.

velvet ether
#

Anyone know how to get a PVP Combat Patrol set up?

jovial frost
#

I am new to working in the Eden Editor and was wondering if there is a way to delete bookmarks added to the Config Viewer. I accidentally added one and would like to delete it but do not see an option for that.

queen vapor
#

mhm, doesnt restarting arma do that?

dreamy raptor
#

just highlight the bookmark and press your Delete key, works for me

jovial frost
#

I tried the delete key with no effect, but I'll keep trying. Not sure why it's not working 🤔

silent mason
#

Good day,

I sometime play the Escape game mode for Tanoa / Malden with friends and we use the standard game mode that comes up when I host a session. Is there any way to alter the stock MP Game in Eden?. I am aware I will need to unpack the PBO , But where would I find it and where would it have to be saved to be able to access it with EDEN. Hope someone can assist.

Would appreciate a response in as simple terms as possible as I am a but of a dummy , PM if you can.

Thanks

ionic gate
#

@silent mason C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\missions_f\a3\missions_f\MPScenarios\MP_COOP_m01.Stratis

#

that's the stratis one, can't speak for where the other are

silent mason
#

@ionic gate , Ok thanks, If I wanted to edit the one you have indicated (for example) how would i open it in Eden ?

ionic gate
#

copy the folder MP_COOP_m01.Stratis into your C:\Users\<YOURNAME>\Documents\Arma 3\missions folder

queen vapor
#

(youd need to unpack the PBO first)

silent mason
#

So I would unpack the "MP_COOP_m01.Stratis.pdo" into the "C:\Users<YOURNAME>\Documents\Arma 3\missions" , and then start Editor and then open the above file ?

ionic gate
#

the PBO is missions_f, it contains all the subsequent folders

silent mason
#

Sorry , i am not at my home pc. So I am looking for the PBO in the Addons folder ?

ionic gate
#

yes

silent mason
#

Understood , outstanding and thanks , will have a go when I am home. Thanks for the help.

ionic gate
#

No worries

silent mason
#

So I cant see the Malden or Tanoa Escape games in the folder addons. Lots of files but no indication of which is the ones i need.

queen vapor
#

missions_f.pbo