#arma3_editor

1 messages Β· Page 29 of 1

queen vapor
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its inside that one

ionic gate
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Escape Altis is in missions_f_gamma.pbo No idea about Tanoa or Malden

silent mason
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Ok. I guess I will need to just work through them one by one. Thanks

queen vapor
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they might well still be encrypted, i guess

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keep in mind the malden PBOs are in the argo folder, not the addons folder

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argo > addons > missions_f_patrol.pbo, for example

silent mason
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Ok , cool. Getting there. So all i need to do is find the Tanoa location and I am set.

queen vapor
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C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\missions_f_exp.pbo

silent mason
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Thank you all so very much. All sorted now.

oblique needle
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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!

queen vapor
full ledge
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Need help with the whole _name = worldName script
Can someone join out TS for assistance on that? PM me if you can
@everyone

sinful zenith
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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

normal sparrow
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Cant use the everyone tag or even the here tag unless you are at veteran role

nimble trail
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well, clearly you can, but fortunately it won't ping anybody

normal sparrow
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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

last aurora
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use boobs to gain attention... works on twich iirc πŸ˜‰

normal sparrow
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Hahaha πŸ˜‚

marble aurora
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As we were reminded last night during BI's livestream ...

sinful zenith
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Thought the same ^^

burnt cobalt
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Hey I need some help. I remember finding vehicle animations at the right table of CfgVehicles but there are none.

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Does someone know where to find them now?

queen vapor
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Arent they a subclass of the vehicle class?

burnt cobalt
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oh yeah I found them. Thank you!

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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?

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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?

queen vapor
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The binoc overlay is just a picture you can draw

burnt cobalt
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I found something better but thanks!

trail crest
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does anyone know the name of the pits of dead bodies in arma 3

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editor

queen vapor
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which mod?

trail crest
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I thought it was in the base game

sinful zenith
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CUP has the Arma 2 ones afaik

trail crest
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ok i'll have a look at that then thanks!

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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

sonic grotto
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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.

normal sparrow
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@sonic grotto what do you mean airstrip platform?

sonic grotto
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assets using Props>Structures (Tanoa)>Airport> Airstrip Platform. Its an asset under APEX.

normal sparrow
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@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

sonic grotto
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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.

silent mason
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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

drifting mango
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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.

silent mason
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Ok cheers. I will give it a go. Tried everything excep bull dozer

plain yew
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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??

nimble trail
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it looks like you failed

normal sparrow
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hahaha

nimble trail
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seriously though, try getting access to server logs

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it might be missing addon, but might also be failed script

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(read: it can be everything)

red reef
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NLAW is no longer targeting vehicles? Sorry for question, but I noticed just now.

narrow prairie
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is there any way I can set an option to ignore certain objects in the eden editor?

queen vapor
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what do you mean with ignore certain objects

narrow prairie
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so lets say i want to place down a platform

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and i place shit on the platform

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but sometimes i accidently move the platform and its annoying af

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so is there anyway of just plopping the platform in place

queen vapor
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you can place it in a layer and disable editing on that layer

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they are very small buttons in the left hand panel

narrow prairie
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yes thank you lad

gaunt wolf
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how do I place helipad square on the carrier deck? when I place the helipad, no sign on the deck.

nimble trail
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helipad square is always painted on the terrain, so you can't have it on a ship, building nor platform

gaunt wolf
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@nimble trail thx

stone jetty
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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.

nimble trail
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why do you need to delete grass?

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maybe you just want to disable grass display when players are in specified area?

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(it's a clientside setting)

stone jetty
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@nimble trail It's really just for looks that I need to delete the grass.

old island
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Anyone experienced a bug in eden that deleted every single map-placed object?

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That happend 4x to me now

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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.

normal sparrow
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No..? Did your mission.sqm get tampered with?

old island
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no.

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i just hit ESC, restart, and poof slots gone.

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checked the map: all gone.

normal sparrow
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Hmm. What mods do you have loaded?

old island
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none.

normal sparrow
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Did any of your scripts stall the scheduler somehow? Crash beforehand?

old island
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maybe.

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i'm testing scripts, obviously they have various errors.

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no hard crash tho

normal sparrow
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Right. Is all of your placed objects still in the mission.sqm?

old island
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nah its blank. 1kb file.

normal sparrow
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What's the 1kb entry?

old island
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no clue its binarized

normal sparrow
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Did the editor somehow disable some layers in eden?

old island
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layers?

normal sparrow
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Yes. The long list of entities on the left hand side, you can sort them into layers instead of filing to root

old island
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never touched that

normal sparrow
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And disable and enable certain compositions of objects

old island
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see i didn't even go back to the editor.

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i tested the mission, then changed a script, restarted it in ESC menu, and poof slots gone.

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i mean i have backups but its a bit annoying and this happened a couple of times now in the last 2-3 weeks

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shrugs and sets his mission.sqm write-only

pseudo pagoda
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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.

nimble trail
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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

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and check if same thing happens

ionic gate
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The AI will still climb ladders of invisible building when hidden too

pseudo pagoda
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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.

delicate python
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how do iget planes to fight they just fly off the map

nimble trail
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dogfight? wrong game

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but if you want them to stay in area, use loiter waypoint instead of move

delicate python
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ok haha just need to find some peeps to play with

ionic gate
delicate python
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already in there lol

light wadi
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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.

dusk cave
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Use the new module hide terrain object from arma @light wadi

nimble trail
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nah, I doubt stickie means mapobjects

dusk cave
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A know issue, if your building explode, a building destroyed will popup

light wadi
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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.

nimble trail
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mapobjects, or mission objects?

light wadi
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mmapobjects I assume, yeah.

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Like imagine Kavala without kavala. Just satmaps

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lol

dusk cave
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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

nimble trail
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find houses using nearestObjects command, deleteVehicle them

dusk cave
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Yeah but he want to delete it when using 3D editor i think

nimble trail
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well then, one can only wait for BI to fix the destruction issue

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which can take time, if @pseudo pagoda didn't create an issue ticket we could spam to devs

light wadi
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I'll get arma launched and show some examples of what I mean. But I'm convinced I could do this before 3den...

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I think I can get around this using Xcam, but well yeah then I'd have to use Xcam... πŸ™‚

dusk cave
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Idk what you mean, so i can't reply you

light wadi
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No problem, hence why I'm taking some screens to clarify.

nimble trail
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there is this new (bugged) tool in eden for hiding objects on map, but it's only hiding one building at a time

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(afaik it doesn't support area, but maybe I didn't try it )

light wadi
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Yeah, not so much what I need lol :p

dusk cave
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It's support area @nimble trail

light wadi
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And it previews in 3Den?

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or only when playtesting mission?

dusk cave
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Yeah, the tool previewing all object hide directly in eden

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The problem

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if you explode a building inside this area

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this will popup a building exploded

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Because Bohemia didn't test this "feature" when created it

light wadi
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I've had this happen before as well so no biggy.

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even with the previous stable method clients with bad connections + hidden buildings and many players = boom boom vehicle πŸ˜ƒ

dusk cave
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I don't think, this happens with a module

light wadi
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pretty sure I've seen exploding vehicles affect hidden houses before.

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as for the why, I have no idea

dusk cave
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Yeah but with this new module, never seen this bug

light wadi
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^ explains what I meant.

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first screens are in 3den, second ones when playtesting the mission in 3den

dusk cave
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Yeah, so use new module from last update

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like we said you from the first time you asked this question

light wadi
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Yeah sure, thanks for repeating. I'm only posting screens I promised.

nimble trail
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πŸ˜„

delicate python
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would MCC count as editor

nimble trail
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seriously though, depending on your situation you might consider using a mission framework that has a better tool for that.

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^ like MCC, I guess. Or TMF.

delicate python
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MCC is a editor and misson creator

nimble trail
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and a framework

delicate python
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i need some help with MCC but dont know what channel is the right one

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to ask

nimble trail
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MCC one, wait a sec

light wadi
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Have never even heard about TMF. Will check them both out though, as well as the new tool.

delicate python
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thanks and what is TMF

nimble trail
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tmf is addon based, so players need it as well, but it has a lot of handy tools after you have it set up

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(like acre setup UI, visual garrison tool or wave spawner)

delicate python
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ok i like MCC cuz can spawn vehilces or infantry when need to or air support etc

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only admin can do it unless give access to players

nimble trail
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I've seen people do magic with MCC, like a full fledged mission done in 4 minutes while players just waited on spawn

delicate python
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yea it can setthem up in like 3

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1 min to chose all the right setting you want or what kind missions you want

pseudo pagoda
dusk cave
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@pseudo pagoda Thanks

eager rivet
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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

meager ridge
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@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
toxic sphinx
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Can someone please help me create vehicle respawns?

queen vapor
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if you have a specific question, sure

toxic sphinx
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I was wondering how do I attach a respawn point to a group assigned vehicle ie to a blufor truck

meager ridge
toxic sphinx
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thank you

pseudo pagoda
jagged wedge
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Hmm, how does one force object to snap to terrain in 3den?

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Lost mine on the last patch

normal sparrow
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snapping is enabled by default

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you can change the snapping distance in the preferences

dusk cave
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Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives in the dev branch

unreal terrace
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hm, dust and particles flying out of an invisible source probably looked pretty nice.

nimble trail
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source was visible - ruins popped out of the thin air πŸ˜„

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(well, they still do on main branch)

unreal terrace
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hah, makes it even better then πŸ˜„

zenith onyx
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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.

quiet crag
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Its under a module now @zenith onyx

zenith onyx
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Im sorry... Module? How and where do I find it. Thank you.

ionic gate
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Environment > Hide Terrain Objects

hardy wigeon
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You cant sling tanks. You can slinglift boxes. You can attach boxes to things (attachto)... can you sling a box attached to a tank?

normal sparrow
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iirc setMass can be used to lower the mass so sling loading is a thing lol

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but it works really akwardly if you don't set the mass proportionally

amber elk
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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
amber elk
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@normal sparrow Thanks, I'll dig into this

normal sparrow
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@amber elk np

lucid crater
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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...

last aurora
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Try β€œMap Builderβ€œ and it's export function from NeoArmageddon @lucid crater

lucid crater
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K, thanks

last aurora
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Np

vestal imp
royal elk
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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

karmic flare
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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

leaden flint
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is there a way to make the editor placed practice targets actually work? i mean the swivel targets and the ones on rails

cobalt cloak
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What code in a condition for a trigger to detect when all players of a side are dead?

shrewd pebble
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Could you just use side not present?

cobalt cloak
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How would I do that?

nimble trail
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trigger -> side blufor (or opfor) -> not detected

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make the trigger size of your AO

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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

cobalt cloak
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Thanks!

cobalt cloak
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Overthought that one, pretty simple

wraith furnace
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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.

normal sparrow
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@wraith furnace add a waypoint to take otf?

wraith furnace
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@normal sparrow yeah I have a move order next

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Some of them take off and follow that order

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the two "stuck" ones don't

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they just unload the vehicle and sit waiting to take off

olive totem
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Dose anyone know if Cup weapons is required in order to run the other Cup stuff like map and vehicles?

tacit spoke
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I believe only units needed it

nimble trail
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map -> requires terrains core

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weapons -> works by itself

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units -> requires weapons

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vehicles -> requires units (and, of course, weapons)

untold bronze
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How can i fix that if i place a plane with custom loadout that it keeps this loadout after a respawn?

ebon quiver
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How do I edit call signs

sinful zenith
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@ebon quiver You already got the answer in #arma3_scenario
You can either use CBA or manually edit the mission.sqm

ebon quiver
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What is CBA

sinful zenith
ebon quiver
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?

sinful zenith
ebon quiver
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but how do you use CBA

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I dont see a module for it in the editor

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@sinful zenith

sinful zenith
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It's a Mod.

ebon quiver
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thanks

hollow flame
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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?

rugged smelt
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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?

nimble trail
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@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.

cobalt cloak
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Is it possible to make it so the shooting targets take 3 shots to drop instead of just 1?

empty raft
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Could someone pls help a noob with some real basic trigger stuff?

nimble trail
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question 101: ask question instead of asking if someone will answer your question πŸ˜‰

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tell us what's your problem, if anyone will know the answer they will help

empty raft
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I didnt wanna junk up the channel if nobody would help πŸ˜„

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I have 2 identical tasks set up for each side to "collect" some intel

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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"; };}]

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and then in my succeed triggers I have BluTask1/OpTask1 as the condition and the fail triggers using TriggerActivated opposingsidessuccessTrigger

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However when one side "downloads" the intel it triggers the succeed and fail trigger at the same time

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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

nimble trail
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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

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and just to be sure, instead of triggerActivated, try Optask1 for blufor fail and BluTask1 for opfor fail?

empty raft
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Hm, this is just a mission for listen servers amongst friends but handy to know, so i'll probably change that later

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I'll try that!

nimble trail
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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

empty raft
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Yeah even with _this select it's still triggering a fail

nimble trail
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then I'd suggest double checking all conditions

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(and this TriggerActivated thing... try switching it to variable, because it's overkill regardless)

empty raft
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Yeah i've changed that

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is the syntax for the condition literally just Blutask1

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or should it be Blutask = true or something

nimble trail
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Blutask1 is correct, yes (since it can only take values of true/false)

empty raft
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Checked my conditions all over and my code for any spelling errors and no dice

nimble trail
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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

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so you can find why it triggers multiple times

grim nexus
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if im not wrong, the trigger is repeatable and will execute upon its activation

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if the condition results true, the trigger will get activated and execute your code

junior cosmos
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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

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I'm not sure how to do this

hardy crag
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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).

junior cosmos
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how would I do this though

nimble trail
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What kind of mission it is? Is there respawn, do you want only selected player slots to be able to enter planes/helos?

nimble trail
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SK, from the question one can assume dednaught needs more detailed scripting help πŸ˜„

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(and f3 insides are far from welcoming to beginners)

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@junior cosmos give us some better background

junior cosmos
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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

nimble trail
static lake
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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

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Can anyone help me?

modest mirage
nimble trail
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Given how it's a new thing, I doubt anyone knows more than what's written in this article

modest mirage
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πŸ˜ͺ

hardy crag
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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.

nimble trail
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gif in that articles clearly shows it's all done with modules

modest mirage
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i reproduced what's on the gif but Β―_(ツ)_/Β―

hardy crag
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It's not that useful if it doesn't drive orientation though.

modest mirage
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according to module attributes, it could

hardy crag
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If it doesn't have SQF routines for quaternions it won't be able to do arbitrary orientation keyframes.

storm spear
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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

modest mirage
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πŸ‘

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big thanks, i give it a try

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whatever i do, the red curve is never rendered :/

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but the animation seem to be working when i run the mission

hardy crag
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Can you do multiple bezier segments?

modest mirage
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with this new feature ? yes, you can even set different interpolation functions from one keyframe to another

modest mirage
hardy crag
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How do you set the direction?

modest mirage
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this is one of the four settings in Rich Curve module

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but you can't control plane roll

nimble trail
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well, if you need stuff like an aeroplane to move, there's always input recording πŸ˜„

modest mirage
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sure

pseudo pagoda
wet apex
#

Is it possible to open the BI campaign mission sin the editor?

last aurora
#

sure, dePBO it and copy the folder in you missions folder

wet apex
#

where do i find the missions? specificly the new tac ops dlc

dreamy raptor
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the tac ops ones are probably in .ebo so you wont be able to open them

wet apex
#

ok thx 😦

dreamy raptor
#

check though

#

they'll be inside another folder in your arma3 installation

#

I haven't checked what the tac ops folder is called

last aurora
#

checked... tac ops dlc missions are all ebo -> no access for you

hardy crag
#

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.

wet apex
#

thanks guys. @hardy crag i have no idea what you just said πŸ˜›

hardy crag
#

(Someone that knows SQF well could extract the mission even though it's encrypted using the code above as a starting point)

wet apex
#

ah ha ok,

#

thanks

sick ginkgo
#

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

nimble trail
#

that would be consistent with "you can still destroy removed objects" bug πŸ˜„

sick ginkgo
#

Wasn't that bug fixed in the latest update?

nimble trail
#

not sure, but allowDamage issue sounds related

sick ginkgo
#

Yeah guess ill just submit a ticket on the feedback tracker.

dim kindle
#

there is much broken stuff since 1.78/1.80 that is not fixed...

dim kindle
#

Loads and loads. Going to take an entire release cycle just to fix everything that broke

stone jetty
#

Has anyone had issues when trying to copy objects in the editor your game freezes?

sick ginkgo
#

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.

stone jetty
#

@sick ginkgo Very annoying when you need to copy a huge amount of objects then your games crashes :/

dreamy raptor
#

would it be safer to make a composition from all those objects, and load that?

teal crow
#

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.

nimble trail
#

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)

normal sparrow
#

Boberro, you seem to have made a nest inside this channel. Come see the free world

nimble trail
#

πŸ˜„

#

I do keep all but three channels muted, that's true

normal sparrow
#

😱

nimble trail
#

(imagine how bad it'd be if I tried to be a wise-ass in all channels)

normal sparrow
#

Yeah, that'd have a little more effect than little ol editor_arma3 channel

onyx rampart
#

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.

storm spear
#

are you able to open BI made missions in the editor to see how they are set up

velvet ether
#

Does anyone know is there is a way to place down or script in trees in the editor?

sinful zenith
#

You can most likely create them as simple objects if you have the path to their model

velvet ether
#

Oh? I’ll have to explore this!

marble aurora
#

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?

marble aurora
#

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?

nimble trail
#

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

marble aurora
#

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

nimble trail
#

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

marble aurora
#

huh, I didn't know you could view the configs direct from the editor ... all the time I wasted ...

nimble trail
#

πŸ˜„

paper cipher
#

I'm experienced mission maker from ofp/arma/arma2 2D editor era, can someone recommend good tutorials for learning eden editor?

marble folio
#

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

paper cipher
#

yup already went through that, looking for some more high tech stuff now.

marble folio
#

Hmm probably have to be more specific I guess...

#

Most of the time I just look up something particular I'm trying to do

normal sparrow
#

@paper cipher What do you mean by more high tech stuff?

#

And what have you already learned exactly?

paper cipher
#

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 πŸ˜ƒ

marble folio
#

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

paper cipher
#

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 πŸ˜ƒ

#

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!".

marble aurora
#

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

paper cipher
#

tutorial explained attributes, didnt specifically know you can edit weapons/gear, nice.

marble aurora
#

lots of little things like that which can make life easier, less scripting to get what you want

#

I'm still finding stuff regularly

marble folio
#

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

paper cipher
#

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.

marble folio
#

and well, "sync" is now "sync" and "set waypoint activation"

marble aurora
#

I do wish compositions worked just a bit better, the way things fall apart with Terrain and altitude changes is annoying

marble folio
#

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

paper cipher
#

ok first real world question: do you guys write author, mission description and preview image info into eden or in description.ext?

marble folio
#

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

normal sparrow
#

@paper cipher Yes, just for consistancy.

paper cipher
#

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?

normal sparrow
#

Just because i'm so used to the 2d editor, and i rarely trust the eden editor

#

author=""; in your description.ext

marble folio
#

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)

paper cipher
#

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).

marble folio
#

Β―_(ツ)_/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)

normal sparrow
#

@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

paper cipher
#

heh roger that.

paper cipher
#

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?

marble folio
#

@paper cipher just select all, copy, "paste in position" (right click -> edit)

#

There's no merge afaik

paper cipher
#

hmm there is, isnt it in file menu (dont have arma3 open to check now).

marble folio
#

Hmm didn't notice

#

But mission templates

#

I just rename the map

paper cipher
#

yeah that only works for the current terrain, all others are greyed out.

marble folio
#

So from .VR to .Altis (for example)

#

You'll have to reposition the units though

normal sparrow
#

@marble folio You can merge another mission into another mission

#

It's just a couple of button clicks

marble folio
#

@normal sparrow "unnamed mission" shouldn't happen with onLoadName

normal sparrow
#

@marble folio iirc it's with an overViewText one

marble folio
#

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

normal sparrow
#

Fuck that

marble folio
#

On phone can't link

paper cipher
#

I meant just editor merging, not file copy pasting template directory as new mission or into existing mission dir.

normal sparrow
#

Yeah no i hate templates

marble folio
#

You asked, I answered 🀷

normal sparrow
#

@marble folio Well you keep talking about and i was expecting "oohhh..Its got a sexy sqf linter"

cobalt cloak
#

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?

paper cipher
#

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?

marble folio
#

@cobalt cloak just locked, afaik.

nimble trail
#

@paper cipher sadly, unlike 2d editor defaulting to infantry unit on set side, it's what 3d editor does

paper cipher
#

yup just gotta be careful not to import incompatible mission.sqm's πŸ˜ƒ

#

I'm rotating mine through 2d first and powergrep them to replace all old class names.

paper cipher
#

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.

marble aurora
#

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

floral pine
#

i dont own laws of war but im seeing alot of it in the editor. is that free stuff?

sinful zenith
#

Yeah

#

You have to own it to play the campaign or drive the new Van. But the rest is free

floral pine
#

nice, alwsys wanted to put in some aid in my post war, war

nimble trail
#

same with clothing - no cowboy hat for you

sinful zenith
#

Well you can atleast somewhat use the clothing

marble aurora
#

cowboy hat?

nimble trail
#

safari hat

marble aurora
#

ah, I thought I'd missed a proper Stetson style hat πŸ˜ƒ

#

or whatever they wear in Texas

marble folio
#

they wear guns in texas

shrewd cloak
#

wearing guns isnt that useful

#

but carring them yes

nimble trail
#

try telling that to next person you meet dressed as an artillery piece :d

marble aurora
#

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

paper cipher
#

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?

drifting mango
#

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.

cobalt cloak
#

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?

normal sparrow
#

@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);
}:
cobalt cloak
#

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.

normal sparrow
#

@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;
};
cobalt cloak
#

Cool, thanks

lunar hedge
#

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.

paper cipher
#

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.

nimble trail
#

afaik it's possible to add custom markers to your mission

paper cipher
#

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.

nimble trail
#

afaik you can't create hand-drawn markers in editor

#

ah wait

#

you can add comments in editor

paper cipher
#

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.

nimble trail
#

in right-click menu

paper cipher
#

hmm comments. okay comments are nice to add well comments/notes and mark locations, but its not exactly what I'm after.

paper cipher
#

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.

paper cipher
#

shame there is no way to "go here" F on selected object on map view, only in 3D.

inland sentinel
#

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

inland sentinel
#

?

sinful zenith
#

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

paper cipher
#

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.

nimble trail
#

it's because old editor needed this distinction, and there was quite a long transition time

inland sentinel
#

@sinful zenith gotcha thanks

sick ginkgo
#

What are the advantages and disadvantages of using mission file binarization?

nimble trail
#

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

mental pelican
#

Binarized is tiny bit larger.

sinful zenith
#

what?

#

That doesn't make sense

marble folio
#

i think it should be a tiny bit smaller, actually

#

which is why it loads faster

sinful zenith
#

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

mental pelican
#

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)

opaque token
#

Such a wonky binarization

nimble trail
#

well, we're talking about a lot of text here

#

one could argue if eden should save everything as text, of course

dim kindle
#

@nimble trail if you have a need to look into it, you can always unbinarize using CfgConvert in A3Tools

#

And vise versa

stone jetty
#

Does anyone know of any mods or ways to include all arma 3 objects (Roads, tress, etc) into the edtior?

modest mirage
stone jetty
#

Will do @modest mirage Cheers

main dirge
#

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???

drifting mango
#

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.

main dirge
#

@SageNTitled#1410 thanks, do I just invite others to join my game then? Very Noob of me. I’ve set it up as a multiplayer with Zeus

marble folio
#

Multiplayer > Host server > select internet or whatever > select your mission from the list > wait in the lobby for people to connect

nimble trail
#

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

main dirge
#

@marble folio @nimble trail cheers guys will have a look at that later once I’ve finished work. Do I need to pay for a server? I use to for when I was hosting CS

nimble trail
#

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)

marble folio
#

Yeah, you can set up a dedicated server on your own machine too, if you need to

#

Otherwise just self host

normal sparrow
#

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

marble folio
#

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

normal sparrow
#

@marble folio Yes that is what i am trying to say

main dirge
#

@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
main dirge
normal sparrow
main dirge
#

@normal sparrow thanks for your help, much appreciated.

normal sparrow
#

@main dirge Yessir

uncut rampart
#

Anyone know if theres a way to get stuff to stick together when plpacing items next to each other?

#

Placing*

nimble trail
#

can't really

normal sparrow
#

You mean sort of like snapping?

nimble trail
#

best you can do is enable snap to grid, disable terrain following and hope for the best

marble aurora
#

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

onyx rampart
#

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

nimble trail
#

@onyx rampart editor -> multiplayer attributes in top menu -> garbage collection

tall gulch
#

@nimble trail It's under performance now.

nimble trail
#

ah

tall gulch
#

πŸ˜›

spring onyx
#

Where do i find that big supply crate thingy thats in all the scenarios.

nimble trail
#

type in 'crate' in asset filter

#

it's under 'supply' group

trail horizon
#

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.

paper cipher
#

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?

normal sparrow
#

Afaik no

paper cipher
#

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 πŸ˜‰

normal sparrow
#

Do they each have a role name?

paper cipher
#

nope

marble folio
#

@paper cipher the easier way is to delete and undo.

#

that unit/group will now appear at the bottom

paper cipher
#

oh really, hmm interesting.

normal sparrow
#

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

sick ginkgo
#

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

nimble trail
#

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

sick ginkgo
#

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

nimble trail
#

hmm... interesting. but yeah - alphabetical order might also be something to tests

mental pelican
#

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.

dim kindle
#

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?

queen vapor
#

set his behaviour to careful, and make him a civilian dressed up as a pilot?

mental pelican
#

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

dim kindle
#

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

queen vapor
#

dont let them fly a helicopter if they do that?

dim kindle
#

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..

queen vapor
#

idk seems more like a server moderation issue to me

#

not something where scripting is the way to go about it at least

dim kindle
#

is it not possible to make a script which doesnt allow a user to fly into location x,y?

queen vapor
#

oh yes - but you would also need a script to make these locations everytime a firefight breaks out

dim kindle
#

the server already has something which shows you current fight areas

queen vapor
#

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

dim kindle
#

ill note that

#

thank you

last aurora
#

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

dim kindle
#

lol πŸ˜„ youre dangerous

last aurora
#

Am I? You have no idea 😈

crimson spindle
#

Suggestion for that warning message "Omae wa mou shindeiru" πŸ˜„

velvet ether
#

Where in the game files could one find the images used for the map markers used in Arma 3?

crimson spindle
velvet ether
#

Thanks!!

queen vapor
#

Works like winrar-ish

velvet ether
#

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.

queen vapor
#

I love it for zipping up and taking apart missions, too

velvet ether
#

Maybe I'll let it lie around for a while and see if it occurs to me to use it.

queen vapor
#

I mainly linked it because you said you didnt have the tools set up, figured id link an easy one

velvet ether
#

Sounds good!

#

Ugh. It's in 7z. I don't have 7z. I think I'm just going to download the dumb tools.

queen vapor
#

Doesnt win1

#

Win10 do zip nowadays?

#

Amd which pbo again?

velvet ether
#

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.

queen vapor
#

if you friend me on discord i have the zip for you

#

nope, too large, sec

velvet ether
#

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.

queen vapor
#

let me know if the link i sent you works

velvet ether
#

It works perfectly. Cept now I have to download Gimp to look at the markers, haha.

kindred island
#

Hi anybody tell how to sync a trigger to a unit, cheers

normal sparrow
#

@kindred island Sync a trigger to a unit? Right click the trigger and select: Sync to, then click on the player

dense dew
#

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

kindred island
#

Cheers @normal sparrow

normal sparrow
#

πŸ‘

velvet ether
#

Does anyone know where I can find documentation on the Keyfram Animation Camera in Eden?

marble folio
normal sparrow
#

Damn

#

That was quick

sinful zenith
marble folio
#

i just googled it πŸ˜›

normal sparrow
#

I actually used the biki search

#

And...mobile is slow

sinful zenith
#

Yeah. It's crap.

velvet ether
#

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.

marble folio
#

Haha

normal sparrow
#

Googling it is fine

marble folio
#

it's no problem man 🍻

sinful zenith
#

Which country are you googling in? Germany gives correct results just like biki search

velvet ether
#

Thanks a ton!

#

Califirnia.

normal sparrow
#

US gives correct results as well

#

California? Yeah you're getting the same results as me, popped up first result

velvet ether
normal sparrow
#

Errr....does state matter?

velvet ether
#

May or may not. I'm not a network guy.

normal sparrow
#

Dunno, I live in Idaho. We should be getting the same results

sinful zenith
#

I have the feeling google just doesn't like some people

normal sparrow
#

🀷

marble folio
#

or maybe we just google too much Arma stuff, and google prioritises BIKI results for us πŸ˜„

normal sparrow
#

Heh

marble folio
#

SEO works in mysterious ways...

vale cove
#

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?

paper cipher
#

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.

vale cove
#

Yeah i think it depends on where you call it. i think the best spots are the more open fields.

marble folio
#

Placing invisible helipads around the intended area should help it too

paper cipher
#

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.

paper cipher
#

so there I was editing missions

paper cipher
#

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.

pastel tapir
#

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?

dim kindle
#

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 ?

marble folio
#

@dim kindle they'll be active

#

there's also a minefield module

dim kindle
#

Thanks

#

I cant wait to hear the salt from the players LOL

velvet ether
#

I've never ever had this happen before, can't figure out why it's happening now.

last aurora
velvet ether
#

Oh, so I have to set it up in the description.ext?

normal sparrow
#

@velvet ether you likely have some eden editor properties set for multiplayer.

velvet ether
#

Yeah, I did have them set in Eden. Do I need to undo them for the description.ext to work?

normal sparrow
#

description.ext takes priority iirc, not sure though

velvet ether
#

'Swhat I thought, too.

dim kindle
#

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]

marble folio
#

description.ext takes priority iirc, not sure though
yeah, it does

velvet ether
#

It does.

old fog
#

Having a issue with the editor. When I run eden with my altis life mission file it lags and can be diffcult to edit

vast whale
#

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;

prisma oyster
#

put parenthesis around (array call func), should do the trick

sinful zenith
#

@vast whale Please don't spam.

dim kindle
#

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

prisma oyster
#

you can mineReveal iirc

dim kindle
#

iirc ?

prisma oyster
dim kindle
#

thank you

prisma oyster
#

you're welcome!

sturdy bane
#

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.

torpid turret
#

Don't post the same message in multiple places. We consider that spam.

sinful zenith
#

@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.

nimble trail
#

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

last aurora
#

🍿

nimble trail
#

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 πŸ˜‰

last aurora
#

?

#

sure... it's indeed entertaining watching the "i'm offended" generation justify their wrong decisions

#

Β―_(ツ)_/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

sinful zenith
#

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.

hollow flame
#

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 πŸ˜ƒ

#

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.

uncut rampart
#

Anyone know why "this engineOn true;" isn't working? my helicopter just keeps falling out of the sky.

paper cipher
#

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.

nimble trail
#

yes - placing them in air is eden's way of doing this

#

as opposed to 2d editors "start in air" option

paper cipher
#

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?

hardy crag
#

Can you use user compositions? They automatically conform to the ground.

paper cipher
#

I've heard about them but never used.

hardy crag
paper cipher
#

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).

hardy crag
#

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.

paper cipher
#

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.

normal sparrow
#

How does merge fair with this issue?

marble folio
#

@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

normal sparrow
#

Well shit. Time to get off discord now

paper cipher
#

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.

nimble trail
#

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

paper cipher
#

unrelated to my previous question but, just tested compositions, pretty cool feature that you can CTRL-LMB stamp them around like that.

nimble trail
#

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)

paper cipher
#

does that matter if I dont do any fancy elevating of them, just place and be happy?

nimble trail
#

no, it only happens if your composition has eg. ammo crates on tables, etc.

paper cipher
#

yup, good.

#

I just placed building, walls, trash objects and was done. no fancy stuff πŸ˜‰

nimble trail
#

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)

paper cipher
#

nope, as I said, unrelated to my previous question.

#

ianbanks comments about compositions just made me finally try them out πŸ˜ƒ

#

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?

torpid turret
paper cipher
#

oh thanks

noble coral
#
  1. Is it possible to snap objects side by side (not one on top of the other)?
  2. Is it possible to align two objects?
nimble trail
#

in other words, placing multi-object buildings, like hotel, is a bitch

noble coral
#

is it worthy to create a feature request somewhere? πŸ™‚

noble coral
paper cipher
#

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";```
marble folio
#

try from within eden?

paper cipher
#

what do you mean exactly?

marble folio
#

scenario properties from within eden

#

try naming the thing from there

#

should use that name in the mission select screen

paper cipher
#

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

crimson spindle
#

maybe binarize it (mission.sqm)

marble folio
#

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)

nimble trail
#

mp settings only has description

marble folio
#

ah, okay

crimson spindle
paper cipher
#

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 πŸ˜ƒ

crimson spindle
#

it will... πŸ˜€

#

(i hope)

#

_slight tension in the auditorium _

paper cipher
#

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.

crimson spindle
#

well... hope that it will help you then πŸ˜„

gilded yew
#

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?

marble folio
#

sounds like a locality issue...

marble aurora
#

@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

noble coral
#

@marble aurora how do you use that option? Didn't notice anything new lately.

marble aurora
#

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

noble coral
#

no rush, thanks for helping out

gilded yew
#

@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

noble coral
#

me too, was wondering if there was an easier method

marble aurora
#

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 😦

#

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

noble coral
#

alright

marble aurora
#

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

normal sparrow
#

@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

marble aurora
#

it's not a hidden selection that I can tell, unless they are hidden, hidden selections πŸ˜‰

normal sparrow
#

🀷

dreamy raptor
#

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

normal sparrow
#

Script < Config

dreamy raptor
#

aye yea, it's not something you could do without a config addon IMO

marble aurora
#

hmm, was hoping there was a solution which didn't involve config changes but ...

gusty spade
#

why is AI so shit

last aurora
#

The real question is, why not?

sinful zenith
#

@gusty spade why is you so pissed at AI.

gusty spade
#

@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

gusty spade
#

also ai gets out of vehicle a ton and walks

normal sparrow
#

the world is over as we know it

paper cipher
cobalt cloak
#

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?

neon knoll
#

there is a module that allows you to edit building properties

cobalt cloak
#

ah I see it now

#

"Edit Terrain Object"

neon knoll
#

that is the one

cobalt cloak
#

Place that over a building in the 3d eden editor and gives you the option

#

thanks

dim kindle
#

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

sinful zenith
#

Wrong discord? You never talked about that problem here?

mint hornet
#

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 ?

sinful zenith
#

Yeah there are lamp objects. Just search for "lamp" in Eden.
There should be a small camping light

prisma oyster
#

look for portable light too

mint hornet
#

but they gave me not realy a light effect

marble aurora
#

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

prisma oyster
#

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

dim kindle
#

hey uh, how do i edit workshop missions

sinful zenith
#

Ask the author if he can give you the files

#

you have to ask for permission anyway

dim kindle
#

yeah its a friend, he lost his original file and i want to edit it

#

so

#

rip

prisma oyster
#

so your friend made a workshop mission and you want to edit the pbo?

dim kindle
#

yes

dim kindle
#

nvm, got it done

prisma oyster
#

gud πŸ‘

dim kindle
#

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

prisma oyster
#

scripted, I would say
but this would require some scripting skills or a framework

brisk pond
nimble trail
#

because it doesn't have them

#

now why? nobody knows

#

what's interesting, iirc Laws of War specific modules do have description fields

brisk pond
#

Just wondered, i didn't see any sense in that change right from time of 3DEN release.

#

That's truly useful stuff.

nimble trail
#

indeed, but sometimes you can't really reason with BI πŸ˜„

#

(my personal theory is, they simply forgot about this feature when working on eden)

last aurora
#

Or they just didn't go through the hassle of implementing it for the one in 1000 actually using it.....

nimble trail
#

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

brisk pond
brisk pond
#

Made ticket in feedback tracker.

nimble trail
#

good luck 🀣

brisk pond
#

Hope dies last πŸ˜‚

nimble trail
#

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

brisk pond
#

Sad to hear it

nimble trail
#

basically, ticket tracker is place where issues go to die

brisk pond
#

Well, i haven't skills to make it & give them working solution.

marble folio
#

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 πŸ˜„

#

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

shy jacinth
#

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?

dreamy raptor
#

Are you running CBA? AFAIK the options for that only appear in the enhanced debug console they made

shy jacinth
#

Ahh yeah I was but I then ran vanilla, brilliant thank you!

tame vessel
#

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.

brisk pond
#

Uhm... How to make edit Terraint Object module work properly on dedicated server?

#

Object states not work.

brisk pond
dim kindle
#

in a eden made mission with zeus enabled, is it possible to get respawns placed by the zeus editor to work?

normal sparrow
#

Zeus placed respawns do work

dim kindle
#

i have tried using them, but it doesnt show up in the respawns list

normal sparrow
#

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

dim kindle
#

hm

normal sparrow
#

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

fiery crane
#

Quick question, the "simple object" option on items that emit light (i.e. simulated) - does simple object disable simulation of the object too?

prisma oyster
#

@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

clever viper
#

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

sinful zenith
#

Was already known bug when they added that feature

clever viper
#

...

#

No way to fix?

#

Dedmen?

sinful zenith
#

Who is Dedman?

clever viper
#

lol

#

So that feature just doesn't work? Or is there some work around to get it working?

sinful zenith
#

It works

#

just not visibly in editor

clever viper
#

Yeah

#

I mean the editor part lol

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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

sinful zenith
#

the way to fix is to get a job in the right department at BI and fix it

clever viper
#

lol

#

What does orientation "movment" do?

solemn valve
#

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 :(

torpid turret
#

Filter by date

dim kindle
#

dont you just love it when you are making a mission, go to open it up and accidentally save it

#

;-;

prisma oyster
#

Ctrl+Z?

dim kindle
#

no dice

prisma oyster
#

git then =/ sorry

dim kindle
#

eh

#

not your fault

prisma oyster
#

ofc, meant "sorry for your loss"

dim kindle
#

Press F To Pay Respects

prisma oyster
#

(I hope people saying that are not responsible for my losses, or else...)

sinful zenith
#

Does loss of time also count?

prisma oyster
#

to press F?

#

I don't think so πŸ˜„

dim kindle
#

well

#

atleast it gives me a reason to redo it all and NOT fuck up the gridding this time

cobalt slate
#

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

last aurora
#

@cobalt slate
Exile questions are better asket at the exile discord

cobalt cloak
#

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?

low bison
#

@cobalt cloak Had not seen that, gotta test that for sure!

turbid swift
sinful zenith
#

any object that has complex simulation

turbid swift
#

also at times you may have use for vehicles as simple object

sinful zenith
#

I consider removing that checkbox pure BS.

#

Sure simpleobject for static houses might not make total sense

#

But it also doesn't hurt soo....

turbid swift
#

well can the interface be changed, or the check hardcoded via idc?

sinful zenith
#

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

turbid swift
#

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

marble folio
#

didn't they only remove that check box for objects that were simple objects by default, anyway?

noble horizon
#

Has anyone ran into an error box when you go into the splendid camera?

last aurora
#

nope

noble horizon
#

It just have a black box pop up when I enter it and it wont go away.

#

Something about BIS_fnc_camera line 492

winter ferry
#

Removed the controller?

drifting mango
#

Splendid camera doesn't like analog input.

#

Unfortunately.

brisk pond
#

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?

lethal olive
#

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?

vestal perch
prisma oyster
#

it does ;-) been there done that :)

dreamy raptor
#

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

vestal perch
#

how well do they align as object sizes can vary?

#

with ViV

dreamy raptor
#

depends on the object and its bounding box

#

some align better than others

#

can't stack stuff with ViV though

visual minnow
#

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 :/

sinful zenith
#

Discussion about official 3D editor 'EDEN'
I guess you might not get a answer to that VERY mod specific question here.
Atleast not soon.

dim kindle
#

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

sinful zenith
#

Right click in Editor -> Edit Loadout

prisma oyster
#

spawn, or respawn @dim kindle ?

dim kindle
#

@sinful zenith already edited loadouts, it's just a case of they don't spawn with it

sinful zenith
#

That works for me.
any custom spawn script or something?

grizzled stag
#

You need to press OK, not Cancel or Esc.

dim kindle
#

yeah i did that. its a case of they spawn, are given the loadout, then it gives them default loadouts

vestal perch
#

@visual minnow you probably would get best answers from the makers of the framework, have you tried asking them?

visual minnow
#

@vestal perch It's a old framework

sick ginkgo
#

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?

paper cipher
proper lance
#

ooo, maybe

#

i'll check that out

#

thanks

paper cipher
#

please let us all know here, I'd like to know if that has snapping or other "make FOB easier" features.

proper lance
#

you could also try it ;p

kind prism
#

You could argue that sloppy FOB construction is "more authentic"

empty raft
#

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.