#arma3_editor
1 messages Β· Page 29 of 1
Escape Altis is in missions_f_gamma.pbo No idea about Tanoa or Malden
Ok. I guess I will need to just work through them one by one. Thanks
they might well still be encrypted, i guess
keep in mind the malden PBOs are in the argo folder, not the addons folder
argo > addons > missions_f_patrol.pbo, for example
Ok , cool. Getting there. So all i need to do is find the Tanoa location and I am set.
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\missions_f_exp.pbo
Thank you all so very much. All sorted now.
CSO/Part Time Editor Needed- Will train, flexible hours with a chance to go full time with Dev Team. Position includes your very own mission night. Your skills will be tested with the best Milsim Unit available in Arma today (2nd Marine Raider Battalion --- marsoc.us ). Must have basic 3d Editing skills, minor Note++ knowledge. To apply just send me a message!
Need help with the whole _name = worldName script
Can someone join out TS for assistance on that? PM me if you can
@everyone
Uhm.. _name = worldName is not a script that's one line of potential script. If you need help with a script jump into #arma3_scripting. and don't tag everyone or else everyone will be pissed at you
@SEAGINATOR#8649
Cant use the everyone tag or even the here tag unless you are at veteran role
well, clearly you can, but fortunately it won't ping anybody
Well. Lets just say you are more effective screaming at a brick wall to get a crowd's attention than you are using those tags
use boobs to gain attention... works on twich iirc π
Hahaha π
As we were reminded last night during BI's livestream ...
Thought the same ^^
Hey I need some help. I remember finding vehicle animations at the right table of CfgVehicles but there are none.
Does someone know where to find them now?
Arent they a subclass of the vehicle class?
oh yeah I found them. Thank you!
Now another question. I got a little cutscene as outro. Is it possible to get some kind of Binocular/Rangefinder overlay effect on the cam from camCreate?
or is it possible to force the outro player(which we are spectating) to use the binocular at a target so the spectator sees trough them?
I found something better but thanks!
which mod?
I thought it was in the base game
CUP has the Arma 2 ones afaik
ok i'll have a look at that then thanks!
I'm also looking for a furnace of some kind, doesn't have to be like Nazi war crimes level big but enough for a few bodies
Im trying to setup a mission through Editor, building a small base. When I try to place a Helipad square over an airstrip platform, It goes straight to the ground under it. Ive been trying to raise it but to no avail.
@sonic grotto what do you mean airstrip platform?
assets using Props>Structures (Tanoa)>Airport> Airstrip Platform. Its an asset under APEX.
@sonic grotto is your object snap distance default? You should be able to drag it up and down. Honestly, if all else fails i would increment the z values until you got it correct
Yeah, not having much luck at all with anything. Im just going to give up on it. Helipad lights will work just fine for me.
Hi. Just wondering if there is a way to change the eden editor key bindings. I am left handed and I use the arrow keys for movement. Would be great if i could change the eden bindings
I think there is a section for Eden in the control settings. If there isn't, try camera/development/buldozer. Can't remember exactly, but it's there.
Ok cheers. I will give it a go. Tried everything excep bull dozer
Worked on a scenario for the past couple days for me and my friend, as soon as i try hosting it as a MP server, theres no map, no briefing at all (i didnt do anything to warrant one) and as soon as i proceed it immediately says "Mission Failed" any clues??
it looks like you failed
hahaha
seriously though, try getting access to server logs
it might be missing addon, but might also be failed script
(read: it can be everything)
NLAW is no longer targeting vehicles? Sorry for question, but I noticed just now.
is there any way I can set an option to ignore certain objects in the eden editor?
what do you mean with ignore certain objects
so lets say i want to place down a platform
and i place shit on the platform
but sometimes i accidently move the platform and its annoying af
so is there anyway of just plopping the platform in place
you can place it in a layer and disable editing on that layer
they are very small buttons in the left hand panel
yes thank you lad
how do I place helipad square on the carrier deck? when I place the helipad, no sign on the deck.
helipad square is always painted on the terrain, so you can't have it on a ship, building nor platform
@nimble trail thx
Is there any way to make the effect distance of grass cutters any larger? I dont feel like placing dozens of them for a small area a very performance friendly option.
why do you need to delete grass?
maybe you just want to disable grass display when players are in specified area?
(it's a clientside setting)
@nimble trail It's really just for looks that I need to delete the grass.
Anyone experienced a bug in eden that deleted every single map-placed object?
That happend 4x to me now
all i did was test scripts and start/restart the mission all the time and suddenly, without even re-entering eden, all my slots disappeared in the MP screen. went back to editor: all gone.
No..? Did your mission.sqm get tampered with?
Hmm. What mods do you have loaded?
none.
Did any of your scripts stall the scheduler somehow? Crash beforehand?
Right. Is all of your placed objects still in the mission.sqm?
nah its blank. 1kb file.
What's the 1kb entry?
no clue its binarized
Did the editor somehow disable some layers in eden?
layers?
Yes. The long list of entities on the left hand side, you can sort them into layers instead of filing to root
never touched that
And disable and enable certain compositions of objects
see i didn't even go back to the editor.
i tested the mission, then changed a script, restarted it in ESC menu, and poof slots gone.
i mean i have backups but its a bit annoying and this happened a couple of times now in the last 2-3 weeks
shrugs and sets his mission.sqm write-only
I've noticed that using the new "Hide Terrain" or "Edit Terrain" modules in the editor that removing the objects doesn't prevent damage from happening. I hid a couple of houses and put a FOB down where they were and then when testing mortar rounds hitting the FOB to see how it would fare suddenly two ruined house foundations appeared. Is there a way to make these map objects have allowDamage set to false? These are terrain objects, not ones I've put down in the editor.
I guess that's something to be reported in a ticket, but I'd suggest you try hiding buildings using "edit terrain" tool instead of "hide" tool
and check if same thing happens
The AI will still climb ladders of invisible building when hidden too
I tried with "edit terrain" but the same thing happened. I did finally workaround it using a marker and a loop the old way you used to have to hide terrain but also added a line to set allowDamage to false in the loop.
how do iget planes to fight they just fly off the map
dogfight? wrong game
but if you want them to stay in area, use loiter waypoint instead of move
ok haha just need to find some peeps to play with
already in there lol
Although I probably know the answer is "not really", but is there a way to hide objects in the 3D editor? I know how to hide them when playtesting the mission, but it can get tedious sometimes moving through both "layers" at the same time.
Use the new module hide terrain object from arma @light wadi
nah, I doubt stickie means mapobjects
A know issue, if your building explode, a building destroyed will popup
I'm actually like removing every object there is, but it keeps showing in the 3D preview. Unless that is something I haven't fiddled with yet. I'll check the info on anything new.
mapobjects, or mission objects?
Yeah, so use the new module from arma, but like i said, have some issue, because bohemia, i didn't know why didn't tested if a building explode LOL
find houses using nearestObjects command, deleteVehicle them
Yeah but he want to delete it when using 3D editor i think
well then, one can only wait for BI to fix the destruction issue
which can take time, if @pseudo pagoda didn't create an issue ticket we could spam to devs
I'll get arma launched and show some examples of what I mean. But I'm convinced I could do this before 3den...
I think I can get around this using Xcam, but well yeah then I'd have to use Xcam... π
Idk what you mean, so i can't reply you
No problem, hence why I'm taking some screens to clarify.
there is this new (bugged) tool in eden for hiding objects on map, but it's only hiding one building at a time
(afaik it doesn't support area, but maybe I didn't try it )
Yeah, not so much what I need lol :p
It's support area @nimble trail
Yeah, the tool previewing all object hide directly in eden
The problem
if you explode a building inside this area
this will popup a building exploded
Because Bohemia didn't test this "feature" when created it
I've had this happen before as well so no biggy.
even with the previous stable method clients with bad connections + hidden buildings and many players = boom boom vehicle π
I don't think, this happens with a module
pretty sure I've seen exploding vehicles affect hidden houses before.
as for the why, I have no idea
Yeah but with this new module, never seen this bug
^ explains what I meant.
first screens are in 3den, second ones when playtesting the mission in 3den
Yeah, so use new module from last update
like we said you from the first time you asked this question
Yeah sure, thanks for repeating. I'm only posting screens I promised.
π
would MCC count as editor
seriously though, depending on your situation you might consider using a mission framework that has a better tool for that.
^ like MCC, I guess. Or TMF.
MCC is a editor and misson creator
and a framework
Have never even heard about TMF. Will check them both out though, as well as the new tool.
thanks and what is TMF
tmf is addon based, so players need it as well, but it has a lot of handy tools after you have it set up
(like acre setup UI, visual garrison tool or wave spawner)
ok i like MCC cuz can spawn vehilces or infantry when need to or air support etc
only admin can do it unless give access to players
I've seen people do magic with MCC, like a full fledged mission done in 4 minutes while players just waited on spawn
yea it can setthem up in like 3
1 min to chose all the right setting you want or what kind missions you want
Ticket for the "hidden buildings can be destroyed" issue has been created. https://feedback.bistudio.com/T126819
@pseudo pagoda Thanks
how do I place a waypoint/marker on an a moving object so I can know where it is. at all times
Im trying to make a mission where i can go in an just kill unarmed ai jets, but theyre so tiny and sometimes fly away, so i want to be able to see and know their distance
@eager rivet if you have a task to kill a jet you can use:
["Tsk1",[jet,true]] call BIS_fnc_taskSetDestination;``` to make the task marker position itself on the jet.
if you want a map-marker you could use this in the units init field: (also create a marker named "mkr_jet1")
```sqf
[] spawn {
while {!isNull this} do { "mkr_jet1" setmarkerpos getpos this; sleep 0.5; };
};```
may also want to check if the jet is destroyed and remove the marker
Can someone please help me create vehicle respawns?
if you have a specific question, sure
I was wondering how do I attach a respawn point to a group assigned vehicle ie to a blufor truck
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
[west, nameOfVehicle] call BIS_fnc_addRespawnPosition;
you can then use BIS_fnc_removeRespawnPosition if you want to remove it later
thank you
The hidden buildings leaving behind foundations when destroyed has been merged into another ticket so put your comments there if you have any: https://feedback.bistudio.com/T126662
Hmm, how does one force object to snap to terrain in 3den?
Lost mine on the last patch
snapping is enabled by default
you can change the snapping distance in the preferences
Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives in the dev branch
hm, dust and particles flying out of an invisible source probably looked pretty nice.
source was visible - ruins popped out of the thin air π
(well, they still do on main branch)
hah, makes it even better then π
Hello. has the "hide" function been removed, or am I missing something? You use to be able to right click and define the area and then select hide and the item and/or object would be gone. Thanks.
Its under a module now @zenith onyx
Im sorry... Module? How and where do I find it. Thank you.
Environment > Hide Terrain Objects
You cant sling tanks. You can slinglift boxes. You can attach boxes to things (attachto)... can you sling a box attached to a tank?
iirc setMass can be used to lower the mass so sling loading is a thing lol
but it works really akwardly if you don't set the mass proportionally
Hey all, noob at mission making. I want to pre-build a part of a zeus mission (the first few objectives) but still want Zeus to be able to setup respawn points, is there a template file anyone can share? Or documentation I can be pointed to? (Youtube / written)
@normal sparrow Thanks, I'll dig into this
@amber elk np
Hi, im working on a terrain and am to the point where I am adding in generic objects, like rocks. I want to use eden to put them all in and then I try to export to terrain builder. I copy the text, put it into a text file and save it. Open terrain builder and import objects like it says in the PMC editing wiki, but tells me that the file is in the wrong format. Is their a templete or something I can use to do this? I want to avoid using buldozer as it's controls are a headache...
Try βMap Builderβ and it's export function from NeoArmageddon @lucid crater
K, thanks
Np
@lucid crater You could also stick to Eden and try using SCARs Exportplugin: https://forums.bistudio.com/forums/topic/211278-e2tb-export-to-terrain-builder/
Remember to import the objects from Eden in TB as "absolute height".
does the supply drop module in the editor work on a server?
cuz it works when i test in MP in the editor but when i host as a server it doesnt show up
Hello guys...i just have my own 2 servers with a begin programmer... he is on the good track..but we need some help.
I have now 2 wasteland servers (malden and tanoa) and a programmer...but its a scripter and doesnt have the brains for the 3d editor thing. To change things on the server.
Like exemple: put 2 more verhicle stores and 2 more garage s in the map.
And the biggest thing we wanna change is. Normaly you have 3 teams: blufor,opfor,inde standard no one see eachoter until you group up...and play together against others. But we wanna make only for blufor and opfor teams that they can see eachother..pls invite me if you can help us
is there a way to make the editor placed practice targets actually work? i mean the swivel targets and the ones on rails
What code in a condition for a trigger to detect when all players of a side are dead?
Could you just use side not present?
How would I do that?
trigger -> side blufor (or opfor) -> not detected
make the trigger size of your AO
I also change condition from this to this and time > 0 <- not needed, but I like to be sure some weird medical/revive system won't finish my mission before it starts
Thanks!
Overthought that one, pretty simple
Hey guys, any idea why a CSAT VTOL would fail to take off again after executing a Vehicle Unload waypoint?
I have six identical ones, two just won't take off again after executing the unload
the other four work as expected
all the vehicles are successfully unloaded every time.
@wraith furnace add a waypoint to take otf?
@normal sparrow yeah I have a move order next
Some of them take off and follow that order
the two "stuck" ones don't
they just unload the vehicle and sit waiting to take off
Dose anyone know if Cup weapons is required in order to run the other Cup stuff like map and vehicles?
I believe only units needed it
map -> requires terrains core
weapons -> works by itself
units -> requires weapons
vehicles -> requires units (and, of course, weapons)
How can i fix that if i place a plane with custom loadout that it keeps this loadout after a respawn?
How do I edit call signs
@ebon quiver You already got the answer in #arma3_scenario
You can either use CBA or manually edit the mission.sqm
What is CBA
You already found it in #arma3_scenario You said the full name yourself.
?
thanks
quick EDEN question: has anyone experienced an issue where you set a turret's position/altitude/orientation in the editor, but when the mission run it just snaps to the nearest surface and ignores any tweaks you made?
I am making a Zeus mission and I dont want the AI to move. I have used "this disableAI "Move";" in the AI attributes in the Init section and they dont wonder away but they also cant turn around to shoot at enemies behind them. How cna I make the AI turn around while also making them not wonder?
@hollow flame turret as in static MG? They are vehicles, so you can't really bury them in the ground.
What you can do, is to bury another object, and attachTo your turret into it.
Is it possible to make it so the shooting targets take 3 shots to drop instead of just 1?
Could someone pls help a noob with some real basic trigger stuff?
question 101: ask question instead of asking if someone will answer your question π
tell us what's your problem, if anyone will know the answer they will help
I didnt wanna junk up the channel if nobody would help π
I have 2 identical tasks set up for each side to "collect" some intel
In the Intel init I have this addAction ["<t color='#FF0000'>Download Data", { deleteVehicle OBJ1; if (side player == west) then { BluTask1 = true; publicVariable "BluTask1"; } else { OpTask1 = true; publicVariable "OpTask1"; };}]
and then in my succeed triggers I have BluTask1/OpTask1 as the condition and the fail triggers using TriggerActivated opposingsidessuccessTrigger
However when one side "downloads" the intel it triggers the succeed and fail trigger at the same time
To clairify, by opposing sides trigger I just mean each sides fail trigger is the opposing sides succeed trigger firing. I have a feeling this is where I am going wrong
not really related, but I'm not sure about this side player thing, it might not work on a dedicated server. Try side (_this select 1) == west
and just to be sure, instead of triggerActivated, try Optask1 for blufor fail and BluTask1 for opfor fail?
Hm, this is just a mission for listen servers amongst friends but handy to know, so i'll probably change that later
I'll try that!
I'm not 100% sure on which machine addaction script is running, and _this select 1 will always be the one who called the action
Yeah even with _this select it's still triggering a fail
then I'd suggest double checking all conditions
(and this TriggerActivated thing... try switching it to variable, because it's overkill regardless)
Yeah i've changed that
is the syntax for the condition literally just Blutask1
or should it be Blutask = true or something
Blutask1 is correct, yes (since it can only take values of true/false)
Checked my conditions all over and my code for any spelling errors and no dice
then add debug text in code. for example if you have if () then {} else {} give yourself some output to tell who got into which case
so you can find why it triggers multiple times
if im not wrong, the trigger is repeatable and will execute upon its activation
if the condition results true, the trigger will get activated and execute your code
I would like to have a system where when someone enters a specific vehicle it checks if they are the right class (heli pilot) and if they aren't, it kicks them out
I'm not sure how to do this
It's more fun if you have it setHit on the engine of the helicopter after a few seconds so that the blades start to move and then stop (and you can setHit it back to green when a real pilot starts the engine again).
how would I do this though
What kind of mission it is? Is there respawn, do you want only selected player slots to be able to enter planes/helos?
SK, from the question one can assume dednaught needs more detailed scripting help π
(and f3 insides are far from welcoming to beginners)
@junior cosmos give us some better background
okay, right now I have a Sector Control game mode, with some similiar systems to battlefield I guess, and I would like to limit the ability for people to get into vehicles based on there class. right now I am using the loadout selection screen with loadouts defined by the description.ext using vehicles defined with classes such as B_rifleman_F. I would like to try and set up a system that when someone gets in an attack helicopter (not a scout or transport heli) that it does a check of some sort on the player and kicks them out if they aren't using B_helipilot_F, O_helipilot_F, they get kicked out using the MoveOut function
@junior cosmos yesterday I made a mistake, try this: https://pastebin.com/GFWBFzG0
So I have SWAT rushing into a building to take out a single unarmed man and I need reinforcements to make it a lot cooler, I don't know how to call in reinforcements or make scripts or anything
Can anyone help me?
anyone has a clue about how to get this working ? https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation
Given how it's a new thing, I doubt anyone knows more than what's written in this article
πͺ
It's probably all done by SQF, I have a similar thing where you set up camera paths with a chain of beziers that are visible in 3den.
gif in that articles clearly shows it's all done with modules
i reproduced what's on the gif but Β―_(γ)_/Β―
It's not that useful if it doesn't drive orientation though.
according to module attributes, it could
@hardy crag https://youtu.be/uk59C6KnSuA π
If it doesn't have SQF routines for quaternions it won't be able to do arbitrary orientation keyframes.
hey guys so im trying to create a task where you must hold a camp for 5 minuets. how do i set this up so after 5 mins task is complete dosnt matter if al enemy are dead or not then a new tak is assigned
π
big thanks, i give it a try
whatever i do, the red curve is never rendered :/
but the animation seem to be working when i run the mission
Can you do multiple bezier segments?
with this new feature ? yes, you can even set different interpolation functions from one keyframe to another
How do you set the direction?
this is one of the four settings in Rich Curve module
but you can't control plane roll
well, if you need stuff like an aeroplane to move, there's always input recording π
sure
Are there any plans to bring the "Civilian Presence" modules to multiplayer? They'd be really useful. https://i.gyazo.com/18acfca862643d615508a70b5489db77.png
Is it possible to open the BI campaign mission sin the editor?
sure, dePBO it and copy the folder in you missions folder
where do i find the missions? specificly the new tac ops dlc
the tac ops ones are probably in .ebo so you wont be able to open them
ok thx π¦
check though
they'll be inside another folder in your arma3 installation
I haven't checked what the tac ops folder is called
checked... tac ops dlc missions are all ebo -> no access for you
You can however get access to the mission's SQM from SQF by doing this kind of thing while the mission is running:
private _header = getMissionConfig "Header";
if (count _header == 0) exitWith
{
diag_log "khi_paging: The mission configuration entry could not be found.";
};
private _root = configHierarchy _header select 0;
private _mission = _root >> "Mission";
And any SQF's that the SQM might refer to should be visible to loadFile.
thanks guys. @hardy crag i have no idea what you just said π
(Someone that knows SQF well could extract the mission even though it's encrypted using the code above as a starting point)
Has anyone else had any issues with the edit terrain object module allowDamage function not working? I've set objects as invulnerable but they still seem to take damage
that would be consistent with "you can still destroy removed objects" bug π
Wasn't that bug fixed in the latest update?
not sure, but allowDamage issue sounds related
Yeah guess ill just submit a ticket on the feedback tracker.
there is much broken stuff since 1.78/1.80 that is not fixed...
Loads and loads. Going to take an entire release cycle just to fix everything that broke
Has anyone had issues when trying to copy objects in the editor your game freezes?
Yeah when you highlight a bunch of objects now it always freezes for a few seconds
@dim kindle @dim kindle I agree. And sometimes a lot of bugs dont get fixed for ages, even important ones.
@sick ginkgo Very annoying when you need to copy a huge amount of objects then your games crashes :/
would it be safer to make a composition from all those objects, and load that?
I also noticed a very freeze when I double click a vehicle in the editor for the first time in that session. I have RHS installed and I guess the great amount of vehicles make the game go crazy for little while.
it's "normal" - each time you open attributes, game checks mod for additional menu items that are in the mod
probably only way around it would be to make editor start longer and use more memory (load up all this information beforehand)
Boberro, you seem to have made a nest inside this channel. Come see the free world
π±
(imagine how bad it'd be if I tried to be a wise-ass in all channels)
Yeah, that'd have a little more effect than little ol editor_arma3 channel
Does anyone know how to make it so when you capture a sector you can respawn on that sector and allied vehicles spawn (empty) their like battlefield. also does anyone also know how to make it when you die you can change your loadout before you respawn.
are you able to open BI made missions in the editor to see how they are set up
Does anyone know is there is a way to place down or script in trees in the editor?
You can most likely create them as simple objects if you have the path to their model
Oh? Iβll have to explore this!
I'm having an issue with using a story character in a mission (Solomon Maru), every time I put something, doesn't matter what, in the init for that unit his face changes from Solomon to another Caucasian face ... any ideas?
any suggestions on the above issue? At this point I'm sure that it's a bug and I'll check for open reports later, but until we have a fix, what are the workarounds?
it might be that Maru has weird init field set in config, to add the face
so you might be overwriting it. try adding the face in the init field amongs the stuff you're doing
thanks, figured I might have to end up doing that, will have to dig into the config to find the correct face
I can also move that stuff out of his init and just reference him in an external script
if you place maru in the editor, in the right-click menu you'll have "open in config viewer" option
check for custom init fields there
huh, I didn't know you could view the configs direct from the editor ... all the time I wasted ...
π
I'm experienced mission maker from ofp/arma/arma2 2D editor era, can someone recommend good tutorials for learning eden editor?
It had a built in tutorial too, I think on the top right it there's a hat icon
Once you go through that it shouldn't be difficult
yup already went through that, looking for some more high tech stuff now.
Hmm probably have to be more specific I guess...
Most of the time I just look up something particular I'm trying to do
@paper cipher What do you mean by more high tech stuff?
And what have you already learned exactly?
high tech as in advanced stuff, I did couple of basic quick missions, placed groups down, waypoints and stuff, seems pretty straightforward coming from the 2D editor experience. but dunno, I just dont know what advanced stuff is there.
the eden-in-game tutorials were actually pretty decent.
but then again... advanced mission making is done with sqf π
yeah, that's pretty much what i was thinking too (re: SQF)
I don't know of anything that's more "advanced" than the 2D editor
it's just different in some cases
also my attitude has been pretty bad towards eden, back in the early(ish) days I tried it out and it didnt work for the simplest of things, cant remember what it was but some basic trigger or init line or like DOH obvious simple stuff. ever since then I've been just using 2D editor but now I realized the trigger part is broken, they are all mixed up in 2d and mission.sqm, kind of hilarious actually. so now I'm forced to move on and accept eden for the good or bad it is π
going through the tutorial and checking it out a bit, there are few things I really like, play menu is nice with the MP option, also the spectate and play here things are pretty neat. few other things I saw in tutorial too that were "Oh, nice!".
you know about stuff like right click on an ammo box and you can edit the content etc?
not sure if that was in the post-Eden 2d editor
tutorial explained attributes, didnt specifically know you can edit weapons/gear, nice.
lots of little things like that which can make life easier, less scripting to get what you want
I'm still finding stuff regularly
yeah with eden it's basically "read all the menus, and you'll find surprises there"
So for example the file menu has useful shortcuts to open the log folder or scenario folder
or right click unit/group -> transform menu is useful
or drag and drop placement of crew/passengers
I also asked for good tutorials as overall reference, was thinking that as I'm a eden newbie and learning stuff I would write everything down and put into PMC Editing Wiki as beginner mission editing / eden tutorial.
and well, "sync" is now "sync" and "set waypoint activation"
I do wish compositions worked just a bit better, the way things fall apart with Terrain and altitude changes is annoying
honestly i think you'll be fine, we all transitioned fairly well from 2D to 3D
most of my learning has been demand driven or accidental
be warned though, some stuff with the init order seems to have changed between both formats
ok first real world question: do you guys write author, mission description and preview image info into eden or in description.ext?
So for example F3's preMount component doesn't work (as it was set up before) for converted missions, apparently does for fresh 3D missions (we're still investigating the latter)
^^eden
onLoadName still has to be done via description.ext though
@paper cipher Yes, just for consistancy.
also eden defaults the author name field to some... dunno what name, from steam? any ideas? and can that be set in-eden to what you prefer?
Just because i'm so used to the 2d editor, and i rarely trust the eden editor
author=""; in your description.ext
you can overwrite the author from eden too
it doesn't matter really, you can use either eden or descriptions.ext
latter takes preference over the sqm (i.e. eden)
I mean when you write something to eden author, then create new mission it defaults to that original name (I have to guess by the name it uses for me its from steam).
Β―_(γ)_/Β―
In the F3 template, we save it with a placeholder, and everyone who edits the mission sees the placeholder
so it's possible it does that with blank missions
haven't actually noticed it (since i mostly just make MP missions with F3)
@marble folio F3 template?
@paper cipher Oh and currently there is a bug where if you have too long of a load message it defaults to unnamed mission l
So remember that
heh roger that.
what about mission merging, like when you use templates, mine usually are in lower left corner because thats the same for any terrain, in 2d editor you could merge any mission from any terrain, but what I tested in eden... it only allows to merge missions from the current terrain youre at. how do you guys merge mission templates?
@paper cipher just select all, copy, "paste in position" (right click -> edit)
There's no merge afaik
hmm there is, isnt it in file menu (dont have arma3 open to check now).
yeah that only works for the current terrain, all others are greyed out.
@marble folio You can merge another mission into another mission
It's just a couple of button clicks
@normal sparrow "unnamed mission" shouldn't happen with onLoadName
@marble folio iirc it's with an overViewText one
I knew about the merging thing of 2D editor
Oh I don't know about that then, haven't seen it happen yet
Also F3 mission making template
Google it :p
Fuck that
On phone can't link
I meant just editor merging, not file copy pasting template directory as new mission or into existing mission dir.
Yeah no i hate templates
You asked, I answered π€·
@marble folio Well you keep talking about and i was expecting "oohhh..Its got a sexy sqf linter"
Just noticed an option in a building's init to lock or unlock doors (buildings placed in the editor). Is there a vanilla way to breach, break, pick, ect those doors or are they just locked with no entry possible?
when importing mission to eden (old 2d editor mission.sqm format) and if there are some classes missing from your currently loaded addons... eden just simply deletes this entity. anyone know if this is by design like have devs mentioned it, or a bug?
@cobalt cloak just locked, afaik.
@paper cipher sadly, unlike 2d editor defaulting to infantry unit on set side, it's what 3d editor does
yup just gotta be careful not to import incompatible mission.sqm's π
I'm rotating mine through 2d first and powergrep them to replace all old class names.
seems like for markers eden will complain about missing class but does not delete it, just leaves type out so its easy to see from entities -> markers list without icon.
@cobalt cloak https://www.youtube.com/watch?v=JmDhS4QiGoo
of course, it depends what you mean by vanilla, if you mean with no scripting, then no, they are permanently and irrevocably locked
short of bringing down the whole building
i dont own laws of war but im seeing alot of it in the editor. is that free stuff?
Yeah
You have to own it to play the campaign or drive the new Van. But the rest is free
nice, alwsys wanted to put in some aid in my post war, war
same with clothing - no cowboy hat for you
Well you can atleast somewhat use the clothing
cowboy hat?
safari hat
ah, I thought I'd missed a proper Stetson style hat π
or whatever they wear in Texas
they wear guns in texas
try telling that to next person you meet dressed as an artillery piece :d
not particularly useful to be carrying them either, at least not in the continental US, it's not a warzone after all
@nimble trail They would not be pleased when I spike their barrel
when you do play -> play in multiplayer, it starts a hosted server. after the first run it switches that bottom right corner button to play scenario in multiplayer. what I understood from the tutorial is that the hosted server runs on the background.
I started it on LAN obviously. but if one would start it normally for online users... would it really run there as long as you stay in eden or is it just for duration you actually run that first specific play->MP mission?
I'd assume it keeps running as long as Eden is up, since you get a confirmation window when you chose to play in single player again, asking you if you're sure you want to close your server.
I've never gotten an editor hosted session to work online though, so I can't confirm.
Using empty markers to sync to objects to "Set Random Start" is good for random starts level with the ground. Any way to use those markers for higher levels? Like in the second floor of a building?
@cobalt cloak No, you'll need to get a position format in an x,y,z. Markers are only 2D being that they only have values on x,y Z will always remain zero
so getPosATL (get position above terrain level)
getPosASL (getposition above sea level)
will be the most useful for you
so, something like this would be a good solution:
if(random 100 > 50) then
{
//your spawn code here
_myCoolUnitDude setPosATL (getPosATL _aBuildingToHideIn);
}:
Is there a way to use it to randomly choose between a few different positions? Basically trying to randomize the location of an objective like a bomb, HVT, hostage, weapons cache, ect.
@cobalt cloak Sure, just store them in an array
private _positions = [[0,0,0],[0,0,0]];
if(random 100 > 50) then
{
_myCoolUnitDude setPosATL selectRandom _positions;
};
Cool, thanks
I want to go back in time in a map, and erase modern stuff and make it look more ww2. Is it better to use "edit terrain" (each individual) or "hide terrain" (wide coverage) modules? Going to be a online MP mission, and Im worried about lag. I know there is a "hide locally" on the hide terrain module.
in-game arma3 you can draw "markers" into mapview (M), is it possible to draw in eden?
I like to make campaign mission manuscripts by drawing into map image (jpg/png) to keep track which areas have been covered etc, but this would be cool to do in eden, especially as it now has layers.
afaik it's possible to add custom markers to your mission
apparently you can hack it, by adding your markers in paa format to your mission project, and using drawIcon command to display it on the map:
https://community.bistudio.com/wiki/drawIcon
ah okay, thanks, will look into that. but I just meant to use in eden not to create actual mission. that "manuscript" is just for reference where each mission takes place.
afaik you can't create hand-drawn markers in editor
ah wait
you can add comments in editor
btw yesterday I made my first real mission in eden, with briefing, tasks and ending triggers. it was surprisingly easy to keep everything in eden / mission.sqm.
in right-click menu
hmm comments. okay comments are nice to add well comments/notes and mark locations, but its not exactly what I'm after.
here is arma(1) era campaign manuscript plan for one mission, I'm after doing this kind of chicken finger design drawings for friendly (blue) and enemy (red) forces: https://www.pmctactical.org/20-map.jpg
hmm although I could use eden comments to just make friendly forces starting and target locations, then the title/tooltips would explain it in detail which path the troops would take. hmm something like that. still nothing beats those chicken fingaz to give clear idea the mission area/paths/design.
shame there is no way to "go here" F on selected object on map view, only in 3D.
so in the editor i have a few backpacks put down on a table near some other obj for players to pick up, however when the mission starts they change possition so that there is "space" for them to be picked up
i would like to prevent this as it throws them out 5m behind them
i havent ecountered this problem before and a solution I was thinking is to just move them to an invis obj and set the dif xyz for rotation but would rather not do this
so in other words am i missing somthing or would i have to do the above
?
You place the raw backpack in Eden. But as soon as you go ingame it places it into a weaponHolder which offsets it's position. I just gave up trying to work around it
eden allows play -> play in multiplayer option to be used for missions loaded from Missions directory, odd. why make Missions and MPMissions then, why not just one, why not allow missions to be read in any dir on your username dir.
it's because old editor needed this distinction, and there was quite a long transition time
@sinful zenith gotcha thanks
What are the advantages and disadvantages of using mission file binarization?
in theory it loads faster (not much faster, though), but on the other hand you can't use text editor to look into your file
the question stands, if you ever need to look into your files, though
Binarized is tiny bit larger.
It is binarized. "class" is 5 bytes. In binarized it's just 1. No whitespace whatsoever. No newlines. It being bigger doesn't make sense at all
Oops, yes my mistake. I had it backwards.
An example mission.sqm size difference:
binarized - 352 KB (360,448 bytes)
not binarized - 508 KB (520,192 bytes)
Such a wonky binarization
well, we're talking about a lot of text here
one could argue if eden should save everything as text, of course
@nimble trail if you have a need to look into it, you can always unbinarize using CfgConvert in A3Tools
And vise versa
Does anyone know of any mods or ways to include all arma 3 objects (Roads, tress, etc) into the edtior?
i've seen a steam link few days ago in #arma3_terrain , ask there
Will do @modest mirage Cheers
hey all, new here. also new to editng in Eden, but published my first mission. just looking for help in how to use it from my workshop???
Are you asking how to load your scenario? Just subscribe to it and it should appear in the mission list once you start singleplayer/multiplayer depending on your scenario type.
@SageNTitled#1410 thanks, do I just invite others to join my game then? Very Noob of me. Iβve set it up as a multiplayer with Zeus
Multiplayer > Host server > select internet or whatever > select your mission from the list > wait in the lobby for people to connect
basically, you don't need to publish your mission on workshop for your friends to play with you. if you host a server, other download the mission from your computer on start
@marble folio @nimble trail cheers guys will have a look at that later once Iβve finished work. Do I need to pay for a server? I use to for when I was hosting CS
Provided that your router allows that (might require you to forward ports to your pc: 2302, 2303, 2304), you can just start a server on your own computer in the multiplayer menu (Host button in the corner, iirc)
Yeah, you can set up a dedicated server on your own machine too, if you need to
Otherwise just self host
You have to remember though, locality gets weird as the server is the same client as the host and could cause problems. If you have an extra pc laying around somewhere or you have room on your own pc. I recommend setting up a dedicated server
Eh?
Locality is only different for the host
for clients the same rules apply as connecting to a dedi
But yeah if there are scripts and stuff running then probably good to keep that in mind
@marble folio Yes that is what i am trying to say
@normal sparrow @marble folio perfect, you know any good places that i can learn how to do that. I have a very high spec PC with a Super fast network
@normal sparrow perfect thanks, please check out my mission and see what you think, advice and feedback welcome http://steamcommunity.com/profiles/76561197980919252/myworkshopfiles/
@main dirge #production_releases is the best place to advertise a release by the way
@normal sparrow thanks for your help, much appreciated.
@main dirge Yessir
Anyone know if theres a way to get stuff to stick together when plpacing items next to each other?
Placing*
can't really
You mean sort of like snapping?
best you can do is enable snap to grid, disable terrain following and hope for the best
It would be nice if there was a toggable no-clip for Eden, it would make placing objects against each other but not overlapping much easier. Definitely one for the wishlist
When I first read the question I thought he meant attachTo and there also it would be nice to have some support for that in the editor so it's less trial and error
does anyone know how to make a garbage collector for making your own koth map or tdm match so you don't have vehicles everywhere and bodies everywhere to kill your fps
@onyx rampart editor -> multiplayer attributes in top menu -> garbage collection
@nimble trail It's under performance now.
ah
π
Where do i find that big supply crate thingy thats in all the scenarios.
m having issues with my support modules. i have two, transport and supply drop. im having different issues with each. with the transport sometimes it doesn't go back to base and sometimes when it is back at base i can't call it again. After some time goes by then i can call it. supply drop doesn't always go back to base and sometime even after it drops supplies the marker stays on the map. also i cant call it sometimes after i already have.
sorry if i posted this in the wrong channel, not sure which to put it in.
when you are in multiplayer lobby to select player slot / role, in my understanding the list is generated in what order the units are placed in eden editor.
is there any way to change this order in which the slots/roles appear in MP lobby without deleting and creating the units in the order you want?
Afaik no
pisses me off as I have few missions which are meant to be played (by me, alone, hehe) in specific role, but I made the other units playable "just because" as well and now the unit I want to play in, is somewhere in the middle and have to scroll the list like crazy to find it π
Do they each have a role name?
nope
@paper cipher the easier way is to delete and undo.
that unit/group will now appear at the bottom
oh really, hmm interesting.
I wish there was something other than the above
Maybe we can all petition commy to modify his group lobby name thingy to allow sorting
What determines whether a map marker will overlay another one or not?
Because I want a marker to be in front of another one, but I cant figure out how
iirc there's no z-index for markers, so it's just like with slots in multiplayer - last in is on top (or maybe on the bottom?)
so deleting one, then undoing it will change the order
Legend, thank you
Just gave that a go, doesn't seem to be how it works though. Perhaps its based on its name, alphabetical or something
Managed to get it working by putting them in 2 separate folders and having one below the other, kinda confusing but it might be what you meant with what you said
hmm... interesting. but yeah - alphabetical order might also be something to tests
Does anyone know of a way to refresh UAV list after mission start? Having problems with no UAVs in list at mission start wich are preplaced in the editor. Only working for JIP players and UAVs created dynamically on dedicated server.
goal: i want to create a air taxi service (air vehicles with godmode on, bcs. people like destroy copters randomly) on an altis server. problem: userbase thinks, the taxi pilot will spot players in fights and then help his friends.. question: how to prevent this?
set his behaviour to careful, and make him a civilian dressed up as a pilot?
Civilians are to stupid to fly decently. Pilot classes are one of the highest intelligence in arma cuz it takes skills. why not just allow damage false on the chopper?
and set careless
the pilot is a human
there is no A.I
damage false, that is what i want, but the users cry if i tell them that. because as i said, in fights, the taxi pilot could fly whole time over a fight area and exploit locations of enemies
@queen vapor @mental pelican
dont let them fly a helicopter if they do that?
but whom can you trust? o.o
we also have police and fire department who fly air vehicles and help spotting enemies for their friends in fights... which is not good..
idk seems more like a server moderation issue to me
not something where scripting is the way to go about it at least
is it not possible to make a script which doesnt allow a user to fly into location x,y?
oh yes - but you would also need a script to make these locations everytime a firefight breaks out
the server already has something which shows you current fight areas
sure, but now players can prevent a helicopter from coming over by firing their weapons
either way, youd use a command lie inArea to figure out if the helicopter is too near
display a hint or lightning bolt them
something like that
You could create triggers that activate When only the Pilot is activating it. You then could activate a script that sends a warning to the pilot for accessing restricted area which will lead to a vehicles destruction after time X
lol π youre dangerous
Am I? You have no idea π
Suggestion for that warning message "Omae wa mou shindeiru" π
Where in the game files could one find the images used for the map markers used in Arma 3?
Thanks!!
I was trying to avoid a download for a program I was going to use exactly once, but I guess I shouldn't burden other people with that, haha. Thanks, @queen vapor.
I love it for zipping up and taking apart missions, too
Maybe I'll let it lie around for a while and see if it occurs to me to use it.
I mainly linked it because you said you didnt have the tools set up, figured id link an easy one
Sounds good!
Ugh. It's in 7z. I don't have 7z. I think I'm just going to download the dumb tools.
Win10 doesn't do .7Z which is what that file downloads as. I wanted to get the map markers from the ui_f_data.pbo.
Win10 does .zip, but not .7z.
Drats!
Oh, well, added you anyway, you're always helping me out, so you deserve the title of "Friend," I won't PM you with stuff.
let me know if the link i sent you works
It works perfectly. Cept now I have to download Gimp to look at the markers, haha.
Hi anybody tell how to sync a trigger to a unit, cheers
@kindred island Sync a trigger to a unit? Right click the trigger and select: Sync to, then click on the player
I've got an odd issue I was hoping to find help with. In editor, when I try to change ace settings to my units usual setup, I can change it under "server", but mission and client are greyed out. If I load OLD SQMs, I can change it at will, it's only my newer ones that it happens to. Anyone seen that before?
SOLVED- just had to save my SQM first then it opened those up
Cheers @normal sparrow
π
Does anyone know where I can find documentation on the Keyfram Animation Camera in Eden?
Well.. Also wasn't that hard https://community.bistudio.com/wiki?search=key+frame+animation
i just googled it π
Yeah. It's crap.
You don't want me to list all of the unrelated and unhelpful shit google gave me, and the Biki search returned nothing worthwhile, either.
Haha
Googling it is fine
it's no problem man π»
Which country are you googling in? Germany gives correct results just like biki search
US gives correct results as well
California? Yeah you're getting the same results as me, popped up first result
https://community.bistudio.com/wiki/Arma_3:_Editor_Modules
https://dev.arma3.com/post/spotrep-00076
https://www.reddit.com/r/arma/comments/74msli/new_keyframe_animation_system_in_arma_3_dev/
http://www.sidefx.com/docs/houdini/anim/anim_camera.html
https://forums.bohemia.net/forums/topic/212350-arma-3-keyframe-animation-camera/
Errr....does state matter?
May or may not. I'm not a network guy.
Dunno, I live in Idaho. We should be getting the same results
I have the feeling google just doesn't like some people
π€·
or maybe we just google too much Arma stuff, and google prioritises BIKI results for us π
Heh
SEO works in mysterious ways...
Hmm i'm trying to work out the support provider modhules, do I sync support requester to an infantry unit and sync the correct modhule to the correct vehicles and it should work?
yep pretty much like that.
when I discovered the transport helicopter support I was really excited, but unfortunately due AI being what it is, usually the helo lands like half a click (minimum) of where you call it.
Yeah i think it depends on where you call it. i think the best spots are the more open fields.
Placing invisible helipads around the intended area should help it too
well yes, but the whole idea of transport module is that you can call where ever you want to pick you up and take you again where ever you want, that is the modules strength. at least in my missions there is no way to know where my next start/end points will be, so cant really place helihemptys around.
so there I was editing missions
and realized that sub dirs work, but only when there are actual mission directories inside. like if you make "MPMissions\MyTest" dir without anything in it, nothing shows up in eden, but if you copy missions there, then that sub dir and the missions inside show up. guess its pretty cool to keep the open mission menu clean of non-mission sub dirs.
Guys, I'm urgently fixing a bug spotted in my RC version of my mod, which will be released for the Spanish ChampionShip this thruesday. My helicopter have dynamic components where you can hide or unhide, like seats and turrets, as you may think, those seats should be locked when sets are hidden. OnPhaseAnimaton parameter under animationSource lock them via LockTurret/LockCargo and also in init parameter unit it checks if there is some animationSource hidden and lock those slots.
But the way initialization order works, those commands are being called after mission start and not before 3DEN space, so you can load those units into hidden seats. M-900 vanilla happens the same, you hide the back seats but you can keep load units on them.
So, question is, there is any way to prevent loading a unit at a specific slot cargo of an helicopter inside 3DEN?
I think the approach will be mod 3DEN to catch changes in the helicopter and check all animationSource and deleteUnits action is perfomed inside 3DEN when a unit is loaded at hidden seat
Someone have tried this?
If I lay land mines in the editor will they be active , say for creating a mine field or is there a script needed to make them active ? on a live dedi server ?
Why am I seeing this when I try to spawn in a multiplayer mission? https://imgur.com/7O6t4LF
I've never ever had this happen before, can't figure out why it's happening now.
@velvet ether
https://community.bistudio.com/wiki/Arma_3_Respawn
Oh, so I have to set it up in the description.ext?
@velvet ether you likely have some eden editor properties set for multiplayer.
Yeah, I did have them set in Eden. Do I need to undo them for the description.ext to work?
description.ext takes priority iirc, not sure though
'Swhat I thought, too.
Can you repeat the ordance modules .. like every 20 mins ??
The tracers repeat on thier own .. would love to have to Boom boom .. on the battlefield for the sound effects
just found the answer to my question init this setVariable ["repeat",1]
description.ext takes priority iirc, not sure though
yeah, it does
It does.
Having a issue with the editor. When I run eden with my altis life mission file it lags and can be diffcult to edit
can anybody tell me whats wrong with this. its in a trigger to move a marker close to an object. "cachemarker1" setMarkerPos [getPos car, random 350, random 360] call BIS_fnc_relPos;
put parenthesis around (array call func), should do the trick
@vast whale Please don't spam.
Mine fields .. there is option to show to fiendly , show to everyone .. is there a way to show to AI .. wanting to show only to EAST AI
So they dont go boom from their own mine fields lol
you can mineReveal iirc
iirc ?
if I remember correctly :D
and it is https://community.bistudio.com/wiki/revealMine
thank you
you're welcome!
what would be a debug command to grab all the positions of roadsigns? such as this Land_SignRestrict_01_speedLimit_70_F, I have used the command before to get gas pump pos.
Don't post the same message in multiple places. We consider that spam.
@vast whale There is no message from you in this channel. And a spammer that spammed his message in 3 or more channels right above -FM-'s message.
I don't think he is talking about you.
Oh wait you mean my message from last week? #rules crossposting. Not allowed. If it's not clear where to ask what. Ask where it's correct instead before copy-pasting the same thing to multiple channels
Read the channel description
Right at the top. Next to channel name
your issue was a scripting issue I think.
You didn't really say at all what the issue was though. But all you showed was a script.
Doesn't matter. If it's not clear then ask
Not knowing better is no excuse for a rule violation
"Oops I killed my neighbor by sticking a Knife into his heart because my mother told me to put the knife away and it wasn't clear to me what to do"
No
as is yours. If you don't know take the catch-all #arma3_questions and get redirected to the proper channel if someone knows.
Or otherwise decide for one channel and hope someone who knows about that will read it.
Rules are rules. You can't just decide to break them because you don't know any better. That's not how rules work.
kids, stop!
@vast whale don't post in multiple channels, post in one you think is best, then if it's a wrong one, someone who undestands the issue might send you to people suited better for the job
πΏ
yes, "might" is a work - we do this because we want to help (or to show off our knowledge), so "might" is best you can hope for
@sinful zenith stop
problem is, you're both spamming this channel
so please, apologize do each enother, give yourself a kiss and go on to your business π
?
sure... it's indeed entertaining watching the "i'm offended" generation justify their wrong decisions
Β―_(γ)_/Β―
my comment wasn't explicit directed to a person, but since you feel offended, you seem to be in this generation. you can stop sending PMs now @vast whale
IMHO there is not even a need for this discussion. It started because of a polite hint about a rule violation a week ago that right now everyone already forgot about.
I said everything that needed to be said aka "Not knowing is not a excuse for a rule violation". And there is no further need to discuss that.
So I would suggest to also forget about it. You didn't get a warning or anything for what you did last week. No one even noticed and no one cared.
waves a Makarov around
If someone new gets it wrong, tell them politely and informatively; and if they don't get it, direct them to a moderator; and then stop engaging; no need for sermons, arguments, or popcorn emotes (Jesus fuck, I would like to see that removed). Thank you.
Don't make this worse, @vast whale - and don't spam people with unrequested/agreed PMs; thank you
goes back to his conference call
Let's just stop, and switch the conversation back on topic, and everyone can walk away happy π
Banned.
Life is too fucking short for this kind of shit. But regulars, old timers, people who live on this Discord, just don't bait them.
Every happy Discord channel is built on the backs of dead trolls. But I can only shoot so many.
Anyone know why "this engineOn true;" isn't working? my helicopter just keeps falling out of the sky.
its not high enough?
when I started with eden and aircrafts, it was the first thing I noticed, placed them nicely but engine didnt engage, had to increase the altitude quite much before it did.
yes - placing them in air is eden's way of doing this
as opposed to 2d editors "start in air" option
when I place my vehicles, like tanks and cars, into flat virtual reality (.VR) terrain and then copy the mission PBO into another terrain, like lets say takistan or whatever, all characters are on the ground fine but the vehicles are in their original elevation, ie in this case underground. are there any option in eden for mission.sqm to prevent this, that vehicles would snap into terrain level no matter what it will be?
Can you use user compositions? They automatically conform to the ground.
I've heard about them but never used.
There's elevation options when you save the composition: https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition
this is not even a problem on 2D editor saved mission.sqm but it only happens if you import mission to new eden mission.sqm format. I guess it hardens the Z value thingy or something.
hmm but these are just like CUP M1A1 tank platoon group, not empty objects (but like said I've just heard about compositions dont know anything about them).
when I place infantry group they appear normally on the terrain, but when its HMMWV or tank or other vehicle, they dont (I assume they are below ground heh).
It should work for those too.
Also you can select all the objects and do a single click to align and snap them to the terrain too.
yep did couple of mission merges and had to fix their elevation like that. however that is not possible when copying the mission PBO into another terrain. like copy myMission.VR.pbo myMission.Chernarus.pbo for example.
How does merge fair with this issue?
@paper cipher select all, right click on a unit (not a group), transform, snap to surface (or something like that)
oh shit ianbans said that too
lol
Well shit. Time to get off discord now
when doing the merge mission the vehicles, cant remember if characters as well, will float. didnt do many of those yet but got some floaters when I did.
not sure if it was just my terrain choices that would they also bury underground depending on the elevations in original file and imported terrain. obviously you need to again copy the mission DIR from vr into whatever terrain youre importing them. stupid ass eden as it dont have any of the cool features old 2d editor has.
dunno maybe I'll just keep these "copy pbo" missions in 2d editor as that solves it.
I think that if you copy multiple units with snap to ground enabled, and wiggle them around, they will snap to the ground
or at least it happens to units that are underground
unrelated to my previous question but, just tested compositions, pretty cool feature that you can CTRL-LMB stamp them around like that.
one thing I noticed, is it might have issues with vertical position unless you create compositions on ideally flat surface (that is in VR map)
does that matter if I dont do any fancy elevating of them, just place and be happy?
no, it only happens if your composition has eg. ammo crates on tables, etc.
yup, good.
I just placed building, walls, trash objects and was done. no fancy stuff π
well, at least you have a chance of getting your missions done
(instead of writing a script that'd populate random books on furniture, because that's important for immersion)
nope, as I said, unrelated to my previous question.
ianbanks comments about compositions just made me finally try them out π
compositions interest me on terrain dev'ing in mind, eden is a bit cumbersome to build them, but seems like once you get them done, its quite nice to click point and stamp them around. will have to try to build some and then make small town out of them.
are there any composition sharing community action going on?
@paper cipher There is this https://forums.bohemia.net/forums/topic/189096-zec-zeus-and-eden-templates-building-compositions/
ZEC
A collection of over 100 compositions for use in Eden/Zeus of varying sizes/complexity.
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This addon uses vanilla objects and has ...
oh thanks
- Is it possible to snap objects side by side (not one on top of the other)?
- Is it possible to align two objects?
is it worthy to create a feature request somewhere? π
@nimble trail - look at this CompoT mod, shame it has been discontinued -> https://youtu.be/Lc7uoL_0HUI?t=15m15s
briefingname is on my mission.sqm and mission name wont show up on server missions browser (only shows full mission directory name), any idea why?
class Mission {
class Intel {
briefingName="PMC Persistent Rebel v0.9.11";```
try from within eden?
what do you mean exactly?
scenario properties from within eden
try naming the thing from there
should use that name in the mission select screen
in eden, attributes -> general -> presentation -> title, is PMC Persistent Rebel v0.9.11
it must be something else, some setting somewhere that causes mayhem, description.ext is very small, no fancy stuff at all, none of those new arma3 things there.
very weird
maybe binarize it (mission.sqm)
i've seen it be picky before
oh
wait
set the name in the multiplayer settings, maybe?
(although i can't remember if there's something there, will need to have a look)
mp settings only has description
ah, okay
@paper cipher https://gyazo.com/1a5071d12e3294d0c8fc8f6ab47463bc
yup I know about binarize feature. I guess I could try it, but that would win the bizarre issue of the month award if it fixed this π
heh yeah cant try it out now, would take quite doing before mission reached my server mpmissions dir. but I'll check that out just in case.
well... hope that it will help you then π
Hi guys ! I start to go crazy with the object attribute to define which door is open / closed / locked.
On Eden no problem, if I put a locked door, it is locked, but from the moment the same map (exactly the same) is on my server, the attribute does not seem to work anymore. All doors that I locked are no longer locked.
Has anyone ever experienced the same problem?
Here's a video to understand : http://plays.tv/video/5a933266ddb9b1a3aa/arma-doors
sounds like a locality issue...
@noble coral There is an option to repeat along a path, useful for placing walls, fences and other fairly linear features quickly. I've not actually used it, but it was added along with Malden as BI created it to make placing their vineyards easier
it's not the same as snapping objects together, but since most of the time you're doing that sort of thing, it's to build barriers I just though it might be of interest
@marble aurora how do you use that option? Didn't notice anything new lately.
Trying to find the OpRep/Blog post/Forum/Twitter post where they introduced it, of course it would be easier if I could remember which of those mediums was used
no rush, thanks for helping out
@noble coral I'm using CTRL+C and CTRL+Shift+V to duplicate the object/wall on the same place and move it on the side to align it
me too, was wondering if there was an easier method
ok, took me a while but I found what I was looking for in the Argo blog ... doh! So it sounds like what BI added was for the Terrain Editor, "Our first vineyard between Cancon and Chapoi. We now have a nice Terrain Processor module to plant the rows for us, soon to appear in the public tools." and not Eden π¦
iirc there was a video or similar showing it being used, but since it's not for the Eden editor, but for terrain makers, I'll not waste my time trying to find that
definitely one for the feature requests list then, if they've already implemented for the Terrain Editor, can't be that difficult to do the same for the Eden Editor
alright
is it possible to manually place a texture in the locations currently used for unit logos on vehicles? For singleplayer scenarios I'd really like to be able to place fictional faction insignias on the vehicles but I'm not finding any relevant scripting commands or references on this topic
@marble aurora I believe the unit logo on the side is a part of the model and is set by the game. Not sure if it's a part of the vehicle selections. You'll have to check
it's not a hidden selection that I can tell, unless they are hidden, hidden selections π
π€·
you'd probably have to change selectionClan = "clan"; to something else so that the game doesn't try to hide the selection, and then add clan to the hiddenSelections[] array
Script < Config
aye yea, it's not something you could do without a config addon IMO
hmm, was hoping there was a solution which didn't involve config changes but ...
why is AI so shit
The real question is, why not?
@gusty spade why is you so pissed at AI.
@sinful zenith they never listen to orders even when i put them on careless, they shoot eachother from km away without line of sight on each other, they never move even with careless on, jets never attack targets
etc etc
i even tried installing an ai mod
i have an frigate from a pack I have and it sniped an island several kilometers away
also ai gets out of vehicle a ton and walks
the world is over as we know it
#general_chat_arma or #arma3_ai etc
Is there a way to lock doors on buildings a part of the map? I know if you place a building like an option you can open it's init box and there are options but is this also available to buildings placed by default?
there is a module that allows you to edit building properties
that is the one
Ok, so after 3 hours of testing I final figured my problem out
this addAction ["Spawn Rifleman", {
_unit2 = group player createUnit ["B_Soldier_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn AT Rifleman", {
_unit2 = group player createUnit ["B_soldier_LAT_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Combat Life Saver", {
_unit2 = group player createUnit ["B_medic_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Autorifleman", {
_unit2 = group player createUnit ["B_soldier_AR_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Marksman", {
_unit2 = group player createUnit ["B_soldier_M_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn AT Missle Specialist", {
_unit2 = group player createUnit ["B_soldier_AT_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn AA Missle Specialist", {
_unit2 = group player createUnit ["B_soldier_AA_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Ammo Bearer", {
_unit2 = group player createUnit ["B_Soldier_A_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Repair Specialist", {
_unit2 = group player createUnit ["B_soldier_repair_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Explsoive Specialist", {
_unit2 = group player createUnit ["B_soldier_exp_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Grenadier", {
_unit2 = group player createUnit ["B_Soldier_GL_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
this addAction ["Spawn Team Leader", {
_unit2 = group player createUnit ["B_Soldier_TL_F", getMarkerPos "GERinfspawn", [], 0, "FORM"];
}];
^addactions are wayyy to hard for me xD
Put that bad boy on any object and add action to spawn any Nato Forces that are automatically transferred your squad (Took me ages to get the stupid idea of addaction through my brain and onto the game
Wrong discord? You never talked about that problem here?
hey guys i need a little help i have a "bunker" its very dark down there and i need a permanent light there is there a chance to set a lamp wich is always on ?
Yeah there are lamp objects. Just search for "lamp" in Eden.
There should be a small camping light
look for portable light too
but they gave me not realy a light effect
camping light (on) and the portable lights should both work ...camping light is actually too bright
placeable ceiling lights would have been nice, but ... shrug
oh, but neither will emit light in the editor itself
you can technically make them work in the editor, by a bit of a script magic
although, mind that if you delete them the light source will remain (in the editor only, don't worry)
and you will have to reenable them each and every time after a preview
hey uh, how do i edit workshop missions
so your friend made a workshop mission and you want to edit the pbo?
yes
nvm, got it done
gud π
just a question, how does the speed shooting thing work? i want to have a killhouse be part of a bootcamp, but im not sure how to have it timed
scripted, I would say
but this would require some scripting skills or a framework
Why 3DEN editor hasn't module templates like 2D had?
Example:
https://community.bistudio.com/wikidata/images/b/be/CoverMapModule1.png
because it doesn't have them
now why? nobody knows
what's interesting, iirc Laws of War specific modules do have description fields
Just wondered, i didn't see any sense in that change right from time of 3DEN release.
That's truly useful stuff.
indeed, but sometimes you can't really reason with BI π
(my personal theory is, they simply forgot about this feature when working on eden)
Or they just didn't go through the hassle of implementing it for the one in 1000 actually using it.....
I don't think that a picture that explains everything about the module just in few seconds to everyone who doesn't know this particular module by heard is something that 1 per 1000 people uses
They making your editing easier but modules aren't easiest thing when you figured out what behind them.
That picture (scheme) was clickable & provide you a lot of info.
https://community.bistudio.com/wiki/Arma_3_Module:_Cover_Map
Made ticket in feedback tracker.
good luck π€£
Hope dies last π
well, I'm still getting notifications about my tickets from few years back. Sadly it's always just "why it's not fixed" question by someone else, not a developer's response
Sad to hear it
basically, ticket tracker is place where issues go to die
Well, i haven't skills to make it & give them working solution.
have seen some of the newer tickets get attention
i've had tickets responded to in a day, even
it kinda depends on what they're working on and how much you market it π
it's unlikely something they're going to look at before tanks DLC releases, but it may be a good idea to drop a link to the ticket in #arma3_feedback_tracker and on the dev branch discussion thread on the forums, after April 11
Or they just didn't go through the hassle of implementing it for the one in 1000 actually using it.....
It was pretty useful, as boberro said. I used it frequently
Hi all I have an issue I can't resolve hopefully someone can help me.
I've somehow reduced the size of the debug box and now I can't see the "previous command" and "next command" tabs on the ESC menu debug box.
How do I maximize the debug box again?
Are you running CBA? AFAIK the options for that only appear in the enhanced debug console they made
Ahh yeah I was but I then ran vanilla, brilliant thank you!
I am in the editor trying to find a object that I have have the live feed play on from MRH satalite mod. I know it works on the Rugged Screen but I am looking for something Wall mounted.
Uhm... How to make edit Terraint Object module work properly on dedicated server?
Object states not work.
https://imgur.com/a/danmh
Dedicated test (edit Terrain Object module)
in a eden made mission with zeus enabled, is it possible to get respawns placed by the zeus editor to work?
Zeus placed respawns do work
i have tried using them, but it doesnt show up in the respawns list
Yes it does, if you placed it for a side then it'll pop right up in their respawn screen. There is a placement for all sides as well
hm
if you are using the default respawn screen then it'll be just fine. If you are using something community made then I have no idea if it'll pick up correctly
Quick question, the "simple object" option on items that emit light (i.e. simulated) - does simple object disable simulation of the object too?
@fiery crane it doesn't "disable simulation", it actually creates another object (deleting the previous one) based on the p3d (and sometimes a bit of config)
So simpleObjects cannot (afaik) emit light
I'm having a really strange inssue
I'm following the Keyframe animation guide
it works ingame but I can't see the preview of the animation in the editor
It's really pissing me off
Was already known bug when they added that feature
Who is Dedman?
lol
So that feature just doesn't work? Or is there some work around to get it working?
Yeah
I mean the editor part lol
because that would have been nice >.>
I got it working when I preview
it would just save time being able to do it without having to reload the mission each time
the way to fix is to get a job in the right department at BI and fix it
Quick question, there any great up to date arma 3 editor video tutorials out there? As a lot of stuff I'm finding is out of date :(
Filter by date
dont you just love it when you are making a mission, go to open it up and accidentally save it
;-;
Ctrl+Z?
no dice
git then =/ sorry
ofc, meant "sorry for your loss"
Press F To Pay Respects
(I hope people saying that are not responsible for my losses, or else...)
Does loss of time also count?
well
atleast it gives me a reason to redo it all and NOT fuck up the gridding this time
hey sorry to bother but im having some issues while making exile trader zones
im not sure if this is even a right channel for this but i can always repost it on the correct one
anyways the issue is that my friend is making an exile server and asked me to make some custom traders for it and now that it was imported to the server every object that i placed is able to be moved by a player
mod that allows that is RF3 Logistics so should i just remove simulation from the objects or is this something on the mods end that needs to be sorted
@cobalt slate
Exile questions are better asket at the exile discord
Noticed in the Tanks patch notes: Tweaked: The Basic Civilian Behavior module now also works in the multiplayer environment . Anyone mess around with it yet in multiplayer or more specifically on a dedicated server?
@cobalt cloak Had not seen that, gotta test that for sure!
for what type of objects its recommended nowadays to do simple objects?
and is this all its needed: https://pastebin.com/wJpXs1Sa
BI never released their script/mission to generate the code automatically, did they?
well i am referring to https://forums.bohemia.net/forums/topic/205445-simple-object-checkbox-gone/ - like ppl argue here its even useful when performance is not relevant
also at times you may have use for vehicles as simple object
I consider removing that checkbox pure BS.
Sure simpleobject for static houses might not make total sense
But it also doesn't hurt soo....
well can the interface be changed, or the check hardcoded via idc?
you can re-add something like that with a "simple" mod
that just does the simple object stuff via script
which would spawn the object twice tho
well i rather generate the config code
if BI were to release their script/mission to create the code, including all the parameters, this wouldnt have been an issue in the first place. yet for BI modding is only an afterthought at best
didn't they only remove that check box for objects that were simple objects by default, anyway?
Has anyone ran into an error box when you go into the splendid camera?
nope
It just have a black box pop up when I enter it and it wont go away.
Something about BIS_fnc_camera line 492
Removed the controller?
The compositions saved in difference folders (and have diff. composition.sqe & header.sqe)
Example: comp1 with 10 obj included + comp2 with other 20 obj included = two folders (comp1 & comp2)
Is it possible somehow to merge them in one folder but with same separation in editor?
So i wanna get for example: comp1 & comp2 in one folder.
Or it's impossible & only way is to group them by category in editor?
Im trying to add structures like ammo boxes, camo nettign etc into the back of a pickup truck in the edior. How do i do this if i want the truck to eb driveable?
https://community.bistudio.com/wiki/attachTo this should work
it does ;-) been there done that :)
does the offroad have vehicle-in-vehicle transport (for a quad bike maybe)? If it does, you can use the ViV commands to load and unload objects, not just vehicles
depends on the object and its bounding box
some align better than others
can't stack stuff with ViV though
e.g. ammo boxes in the ViV space on Van https://i.imgur.com/Us1nG47.png
Can anyone explain how you set buyable houses with CG framework, I made it so far that you can buy and open doors. But when I try to place a large box it says, that I need to be in the house :/
Discussion about official 3D editor 'EDEN'
I guess you might not get a answer to that VERY mod specific question here.
Atleast not soon.
Hey, how do I get guys to spawn with the loadouts I actually give them in arsenal, rather than the default loadouts you get when you whack it down
Right click in Editor -> Edit Loadout
spawn, or respawn @dim kindle ?
@sinful zenith already edited loadouts, it's just a case of they don't spawn with it
That works for me.
any custom spawn script or something?
You need to press OK, not Cancel or Esc.
yeah i did that. its a case of they spawn, are given the loadout, then it gives them default loadouts
@visual minnow you probably would get best answers from the makers of the framework, have you tried asking them?
@vestal perch It's a old framework
How would I go about creating an AI in the editor that can't be moved by other objects through collision, but can still have animations? Ive seen this before, but not sure how its done. Is this a built in feature of the editor?
@proper lance is this what you're looking for? https://forums.bohemia.net/forums/topic/188312-3den-enhanced/
3den Enhanced
by Revo
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Description:
This modification adds new functionalities to 3den, without creating any dependencies for playe...
please let us all know here, I'd like to know if that has snapping or other "make FOB easier" features.
you could also try it ;p
You could argue that sloppy FOB construction is "more authentic"
is there a way to make endscenario modules care about sides in a multiplayer enviroment? i've read it's possible and i'm sure ive done it before.