#arma3_editor

1 messages Β· Page 31 of 1

kind prism
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That way you can easily line up hbarriers, for example.

torpid tulip
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Well Im talking more like every wall or item in game

warped heron
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hey, is there an addon where you can use in arma editor with extra structures but the vanilla are so default arma things where you even if the addon out is still there? :)

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Sorry for the englishπŸ™ˆ

snow quiver
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no

warped heron
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Sad

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And how i put things easy in the editor (hospital and yea..?)

vestal perch
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@torpid tulip that kind of snapping might be hard to do. What kind of stuff would you need it for?

plain gale
prisma oyster
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@plain gale he left Β―_(ツ)_/Β―

plain gale
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Yeah, I was already wondering why I wasn't able to mention him by using @

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And how i put things easy in the editor (hospital and yea..?) Seems like he never worked with the 2d editor before πŸ˜„

lone parcel
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3den's attribute expressions are only called on the server, is there a conventional way to share unit variables without sending them to everyone on the network on unit init?

plain gale
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setVariable ["",0,true]

vale cove
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Is it possible to edit the terran to remove a chunk and build an underground base or no?

snow quiver
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no

lone parcel
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@plain gale public set variable is borked in entity expression, works for some players on init but inconsistent. I have my code in unscheduled so very strange. Running a function that sends a CBA targeted event did the trick

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Module expressions work with public set variable, it is just groups and object entity expressions that seem affected

humble forge
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I have experienced the same problem ^^^. Knew I wasn't crazy. Well at least not for that reason.

thorn wyvern
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Is anyone else encountering a large loss of FPS the further down the entities list they scroll?

prisma oyster
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I guess it is CBA that does that, but the key for the console (in 3den) changed, used to be "n" (above tab), what is it now?

kind prism
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I think you can set it in controls? I have it on Ctrl+D and I'm pretty sure it didn't start there.

prisma oyster
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it's Ctrl+D "because" of CBA, I used vanilla until then

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@kind prism thanks

lone parcel
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Anything special about manipulating controls through the attributeLoad eventhandler?

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setting vars/storing data, running commands all works, but I can't affect any controls besides the immediate controlgroup

lone parcel
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able to manipulate outside a controlgroup/display just fine through onLoad, can't do it with attributeLoad. Interesting.

torpid tulip
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Would it be possible to delete natural Arma 3 objects and in the editor?

sinful zenith
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natural objects?

dreamy raptor
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There is a module to hide terrain objects within a given radius

nimble trail
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*given area

dim kindle
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How do I import mission files to people so they can upload to a dedicated server?
I need to know badly

last aurora
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rephrase your question please... it's confusing

dim kindle
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I am making a map in the editor for our unit, but to use the map on the server I need to import my mission file to him but I just dont know how to do so.

last aurora
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*export

dim kindle
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yeah export

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soooooo no help?

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ok

last aurora
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hold on....

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save your mission first (untick "binarize the scenario files")
now there are two ways to get your folks to put the mission on the server:

  1. you send them the folder <your_mission.mapname>
  2. or you send them a packed PBO: in editor -> scenario -> export -> export to multiplayer
    to file will look like <your_mission.mapname.PBO> and is located in
    ..\Steam\steamapps\common\Arma 3\MPMissions
dim kindle
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Thanks!

primal grove
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hey can anybody help me with create my own zeus gamemode via eden ediot / pbo files
i think ive done the majority of it, its just 1 quick problem
i did it years ago and completely forgot how to fix the issue i have

plain gale
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@primal grove Why don't you just tell us your issue?

primal grove
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ok well i managed to fix it but now its something really minor.
When I am Zeus, I can't see any other players name above their head , is this supposed to be the case and is there a way to make it so i can see where players are @plain gale

kind prism
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@DepressedDaniel#4069 putting this in init.sqf will add every basically everything to the editable objects of every Zeus.

if isServer then {
    { 
      _x addCuratorEditableObjects [allUnits + vehicles, true]; 
    } forEach allCurators;
};
sinful zenith
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no. might be anywhere

drifting basalt
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What Functions is best for making Videos in Editor? Like Car Porn, Server Trailer or stuff like that? is it possible to make like slow motion movements? ^^ or something like that?

thorn wyvern
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@drifting basalt
You can use setAccTime to slow down and speed up simulation in a single player game to get slow motion movements, but it will affect scripts that use the sleep command as that works off simulation speed.

merry dove
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Is it possible to set a low cloud cover ceiling at about 250-300 meters up to about 1000 meters and if so what options do I need to set in editor?
I know there are a ton of fog options, are those the correct settings to use for this?

onyx sun
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hiya do any of yo uguys have experience with auto-generating editorpreviews?
https://community.bistudio.com/wiki/BIS_fnc_exportEditorPreviews
BIS fnc exportEditorPreviews
when i ru nthis on a single config, it hangs after the same model every time
ive tried editing the units array in cfgpatches but it still hangs
seems to be either the weapon groundholders causing it, or else it cant swap from units[] to weapons[]
it runs nicely throug hthe units[] array and then just stops and never outputs any files

dreamy raptor
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I'be never seen it try to do anything with weapons classes though

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you'll notice none of the BI groundholders have preview images

onyx sun
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itwont do weapons then?

dreamy raptor
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don't think so

onyx sun
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it seems to stall as soon as it reaches the groundholders in the units array, and if i rem out the whole cfgvehicles before building, so it only has my weapons left, then it finds no classes under "all"

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seems odd because vanilla weapons have editorpreview images

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hrm

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even the sample example stalls

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0 = [nil,"all",[],[],["A3_Armor_F_Slammer","A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;

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this runs through tw ochinooks then does the same thing - jus thangs

dreamy raptor
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vanilla weapons don't have editor previews

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they have inventory icons

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the function doesn't generate those

onyx sun
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ah yeah i see, the yhave ? in a square

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i.e. nobody bothered making the images

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probably because this function doesn't work properly for weapons then

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any idea why the vanilla line i pasted also just hangs? i see it making a folder in my profile folder but it doesnt output any pics

dreamy raptor
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Does the example work when running the game vanilla?

onyx sun
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i followed every step in the tutorial u also linked

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ah let me check

dreamy raptor
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there's not a missing , somewhere in among all your cfgpatches arrays making an invalid classname that it might hang on?

onyx sun
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vanilla only,

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0 = [nil,"all",[],[],["A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;

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shows two images of a chinook then the camera just stares int ospace

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and no images are saved to the newly created folder

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C:\Users\Rob\Documents\Arma 3 - Other Profiles\Eggbeast\Screenshots\EditorPreviews\heli

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so i'm guessing it is actually completing but not saving the images

dreamy raptor
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Graphics settings match the ones in the guide?

onyx sun
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Komachi The command will silently fail if your profiles folder is configured to be somewhere else (-profiles parameter), or if your HDR setting is below 16 (configurable in arma3.cfg or medium and above in in-game settings) For full reference on recommended settings consult Eden Editor: Configuring Asset Previews

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looks like this might be it

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my cfg file had reverted back to 8 instead of 16 after i already changed it

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and now it works

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thanks for helping me scratch my head on it πŸ˜‰ much appreciated

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also so i won't think it's brtoken when it doesn't take images of my weapons 😦

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ok next question, is there anywhere a tool that can mass convert 200 images from 1600x900 png to 455x256 JPG ?

kind prism
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irfanview

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or you could be hardcore and do it in commandline with ffmpeg

onyx sun
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so cool, many thanks πŸ˜ƒ

last aurora
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I think ImageMagick can do batch resizing

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Also converting

sinful zenith
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Any command line tool can be used to make batch things ^^

onyx sun
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jus tcreated 200 jpgs thanks for the help πŸ˜‰

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now, if anyone knows how to do this for weapons and magazines images, you'll earn a special flower

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if not, we'll have to invent a way

nimble trail
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but you mean editor previews or inventory pictures?

onyx sun
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editorpreviews - jpgs

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or inventory pictures, whatever will batch screenshot the weapons and mags

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having any pics would mean we can batch create the editorpreviews (for the groundholders)

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making inventor ypictures with alpha layer automatically would also be a very useful tool

dreamy raptor
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the screenshot command can produce images with alpha if you get the graphics settings right

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DOF has to be turned off at least

onyx sun
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we have about 200 weapons so i'm lookingfor a way to automate it ideally

reef lintel
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{addweapon _x; sleep 2; doscrenshot; removeweapon _x } foreach weapon?

nimble trail
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@onyx sun you can have editor previews for weapons, but not for weaponcfg weapons, but for their vehiclecfg holders

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the weapon that you place in the editor is not the weapon that you palce in unit's inventory. it's instead an object that has this weapon in it's inventory

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and this function might work for these

onyx sun
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yeah it doesnt

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we have a handmade working editorpreview for a couple of weapons groundholder vehicles. i now want it for every one of 200 weapons

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so hence asking how it may be possible as the BI function fails

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and does not work with groundholders

minor ore
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Is Buldozer stil supported? When I try to use it my graphics are fairly messed up

minor ore
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Nevermind, I was starting it incorrectly (by enabling that tickbox in the launcher)

turbid swift
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@onyx sun did you get it sorted by now?

gilded nimbus
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anyone know how to make AI in the editor just stand around and do basic duties because i'm trying to set up an active world with civs and opfor blufor etc, but i want to make ground crew just walk around act make it seem like they're doing normal duties.

gilded nimbus
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thank you

onyx sun
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@turbid swift not weapons images we’ll have to make a new tool script i guess

vital yarrow
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Jw not to sound like an idiot or a noob but it is very hard to create mods for improve existing mods (with the creators permission of course) for Arma and how does it work and can someone teach me how to?

lapis chasm
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Sooo dumb question time

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Is there a way to program/code/set up a plane in the air so it stays there?

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Wanting to make a screenshot of troops jumping out, posing as they clear the ramp

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And if not that is there some key or something to hide/unhide all markers to take a screenshot within the editor?

sinful dagger
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What happens if you disable simulation in the attributes menu?

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@lapis chasm

lapis chasm
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... I hadn't thought to test that.

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I don't know why that would make it stay in the air but I'll give it a shot.

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That seemed to do it. @sinful dagger

lapis chasm
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Also is there any way to make it to where infantry don't automatically go into a vehicle?

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Without, for instance, packing every seat?

thorn wyvern
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@lapis chasm use the translation widget to move them rather then the mouse

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press 2 when selecting the unit

lapis chasm
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Affirm, thanks.

nimble trail
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@lapis chasm also, backspace in editor hides the UI (and in Zeus and in Spectator and in Camera)

lapis chasm
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Awesome thanks

turbid swift
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to create the weapon/vehicle icons BWMod made some tool/scripted process using Blender

onyx sun
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super, thanks

stark rain
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hey, how do i change fov in arma 3 sceenshot mode?

prisma oyster
brisk bough
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how destroy object only explode?

glass raven
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whats the file path for mission briefing templates?

prisma oyster
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@glass raven ?
To create briefings, html files are not used anymore. See the wiki for briefing info

glass raven
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so the actual 'briefing' menu in the editor is useless?

prisma oyster
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If it is in the editor, it is useful generally

glass raven
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well i mean to say that I typed text in the "briefing editor" in the mission editor tools window...but it didnt show up in either single or multiplayer testing

prisma oyster
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@glass raven where? I don't know which tool you are talking about

glass raven
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@prisma oyster Tools - Utilities - Briefing Editor

prisma oyster
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not in the vanilla version

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Eden Enhanced maybe?

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loading it, checking

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Eden Enhanced it is indeed. I guess it's a template creator, not an in-game briefing editor

glass raven
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gotcha

vital yarrow
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Through eden editor is possible to create a series of interconnected missions or a campaign?

winter ferry
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Yes...

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Not sure how else you would do it. There are mods or pre built missions around that go from facilitating mission/campaign making to straight out making it for you.

prisma oyster
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@vital yarrow don't crosspost

vital yarrow
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Sorry about that

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I was just being impatient

unkempt token
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Is there a way to take out all of a mods items in editor once you’ve placed them down so you can take out a mod from the list without fucking the whole mission? Rhs ace compatibility is the mod in question.

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I’m pretty sure it’s because I used ace arsenal to edit their kits but it won’t work without the mod and I get the ace/rhs error where I have the wrong CBA with it

turbid swift
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open mission.sqm in a text editor

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look for addons[] section (and its sister)

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remove item, adjust ids

unkempt token
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thanks dude

nimble trail
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No need to edit anything - clear addons list, leave information list as it is then reopen mission in editor.

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Editor will take care of the rest

unkempt token
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okay wheres that?

prisma oyster
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β†’ look for addons[] section (and its sister) in mission.sqm

nimble trail
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unless your mission.sqm is binarised...

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(but then there's bin2cpp in arma tools)

inner wing
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I'm having trouble getting respawning to work. Instead of CSAT spawning at my respawn marker "respawn_east" and NATO at "respawn_west" they are both spawning at whichever marker was created first. I have respawn type set as "respawn = 3;" in description.ext.

prisma oyster
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respawn marker or respawn module?

inner wing
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module

prisma oyster
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ah yes, respawn_west is for markers πŸ˜‰

inner wing
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perfect thanks

lunar pilot
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Anyone familiar with how to mute environmental audio in an area? Trying to set up a Stargate mission, and having those ambient sound effects while the players are inside of what's supposed to be a deep underground bunker is a bit immersion breaking.

crude lagoon
lunar pilot
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I did play with that, and it turned it off map wide when I threw it in the init.sqf. Is it something that can be setup per player, in the event they are split between the base and the rest of the world?

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Or can it be setup for the trigger to be only in the trigger area?

crude lagoon
lunar pilot
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So the start, we'd have the initplayerlocal(cause we don't care about the server hearing anything, right?) setup with the environment effects turned off via enableEnvironment, set a trigger at the gate that leads into the world turning them back on, with another trigger, at base turning them off again.

That sound like a good way to do it, or is there a better way?

crude lagoon
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I'll have to test it myself, have underground location I wanted to get rid of ambience myself. Triggers have areas, you can trigger script when inside and when outside, no need for two triggers. Inside - off, outside - on.

lunar pilot
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Leaving the trigger area then would automatically deactivate the conditions placed on the enabledEnvironment then, right? Time to check this out, I'm in the editor now.

crude lagoon
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No, just put true to turn it back on.
Inside - enableEnvironment [false, false];
Outside - enableEnvironment [true, true];

Its called "on activation" in eden

lunar pilot
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Think we got it, doing another test to be sure.

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Excellent, works perfect. Now we're just lookin' at ensuring it affects the local player in the trigger, which if memory serves from a different init I did, that should just be a (player in thisList) added to the condition field.

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@crude lagoon Yep, we're gold.

For me the breakdown now looks like:


Activiation: BLUFOR
Activiation Type: Present

Condition:
this && (player in thisList)

On Activation:
enableEnvironment [false, false];

On Deactivation:
enableEnvironment [true, true];


So there we are. Thanks for the help!

crude lagoon
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Cheers πŸ‘

plain gale
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@prisma oyster not in the vanilla version
Eden Enhanced maybe?
loading it, checking
Eden Enhanced it is indeed. I guess it's a template creator, not an in-game briefing editor
What do you mean by ingame briefing editor? One can use the tool to create a briefing and export the code.

prisma oyster
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yep (didn't use it much)
but I guessed that it's not a tool that will save the briefing in the mission file itself πŸ˜‰

torpid turret
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I love Eden Enhanced! I don't say that often about mods.

hard drum
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Hey, I had a mod loaded while creating a mission, when i start arma without this mod loaded, it says that i should load this mod. How can I remove this mod?

sinful zenith
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edit the mission.sqm manually. with notepad++ for example

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you need it to be unbinarized for that though

hard drum
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yea uhmmm

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ah

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how do i do that?

sinful zenith
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do what?

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right click -> open with

hard drum
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unbinarize

sinful zenith
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Do you have mikeros or Arma 3 tools?

hard drum
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Uhmm. I dont think so

sinful zenith
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Send it to me via PM. I'll run it through

hard drum
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the sqm file

sinful zenith
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yes

hard drum
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aight

sinful zenith
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Now open it with a text editor. At line 25 the addons[] starts.

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In that list remove the mod you want out

hard drum
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How do i set up the Zeus Game Master?
What should i type at Owner and at Name?

fringe flax
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you can set the variable name of a unit, then put that variable name into the owner field

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the variable name is at the top of a unit's attributes menu

hard drum
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thanks

hard drum
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How can i turn off the VON by the Eden Editor?

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it says Init: Generic error in Expression when i put java enableChannel [true, false];

hard drum
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thanks

hard drum
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How do I enable the sitting Feature on Chairs with AceX?

fringe flax
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CBA settings would be my assumption

south gazelle
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Hey all, need a hand with this mission objective trigger condition.

I have it so the player can get a civvie to join their group.

I need to know what the syntax is for a trigger to detect that the civvie has joined the player's group (which completes the task).

prisma oyster
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both will do:
myCivilian in units group player
group myCivilian == group player

south gazelle
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Thank you!

south gazelle
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Do I need to name the trigger and use the trigger's varname somewhere?

south gazelle
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MyCiv addAction ["Come with me if you want to live!",{MyCiv join player}];<<

or

MyCiv addAction ["Come with me if you want to live!",{(MyCiv) join group player}];<<

or

MyCiv addAction ["Come with me if you want to live!",{(MyCiv) join (group player)}];<<

(or any iteration thereof) says expects array

How do I make a single entity into an array?

nimble trail
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[MyCiv]

south gazelle
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Ah so not parentheses but another set of brackets?

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Tryin' it

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Thank you!

south gazelle
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I have so many more questions! Arg! Ok so now I'm trying to remove actions but I don't know how to figure out the Index ID for each of them? Is that the priority number? So does that have to be different for each?

Also this stopped working, is saying it wants a boolean not a string for something? I checked over the syntax and it seems like it should be right!? o.O I must be missing something: MyCiv addAction ["Come with me if you want to live!",{[MyCiv] join player}, 6, true, true, "", "(_this distance (_target))<3"]

nimble trail
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add [] before 6

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[], 6, etc

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you're missing arguments parameter

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[title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition]

south gazelle
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Thank you! Someday I'll get it XD

nimble trail
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it might be much easier if you write scripts in code editor, not in arma editor

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both VS Code and Sublime have plugins that support .sqf file format. Color highlighting makes a world of difference when trying to understand what you're looking at

south gazelle
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Yeah I do a little of both, I should probably stop that (jk I don't write scripts in sqf files, I just copy paste other people's things and pray)

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Ah nice, I jsut have notepad++ with the sqf formatting but that looks really helpful thankyou

nimble trail
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oh right, n++ and iirc atom all have sqf highlighting as well πŸ˜ƒ

south gazelle
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The Visual Studio interface is so fancy oooooh

nimble trail
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it's basically Sublime but on steroids (I mean, it's probably more similar to atom engine-wise, but uses sublimes shortcuts and methodology)

merry hull
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Ey so I've got this simple script (well, it's actually in init) this addAction ["Unpack Cargo House", {createVehicle "crg_House_UPCK" getPos crg_House_PCKD}]; and I'm receiving the error "Type string; expected array" - I know what this means, just don't really know how to convert that from a string to an array. For more context: attempting to make a cargo container that has an "Unpack" option whenever you walk up to it. When you toggle the action, it spawns a cargo house.

last aurora
nimble trail
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huh, I always thought Poseidon was "just" a plugin to Eclipse, but it looks like it's a standalone

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@merry hull I believe this error is about createVehicle part

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should be: "crg_House_UPCK" createVehicle getPos crg_House_PCKD}

merry hull
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That did get rid of the error; but it doesn't actually spawn the object itself

nimble trail
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well maybe it does but not where you think it should be?

merry hull
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Possibly.

nimble trail
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createVehicle command uses "classname" createVehicle position syntax, so this part should be ok

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check in watcher (it might be only available with CBA) what's the value of crg_House_PCKD

merry hull
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crg_House_PCKD just represents the cargo container, I thought by using getPos and the name of the object it'd just use the specified object's position

nimble trail
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you do

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but are you sure that variable you've typed in is the name of this object?

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though tbf I'm not 100% sure if this command isn't precompiled

merry hull
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I'm sure it is, yeah.

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Variable Name: crg_House_PCKD

nimble trail
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wait, are you placing static container on the position of static container?

merry hull
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Placing a cargo house at the position of a cargo container, if that's what you mean

last aurora
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@nimble trail
poseidon is sublime on steroids for real πŸ˜„

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well, IT IS sublime

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πŸ˜„

nimble trail
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oh right

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I remember I've been seeing it in plugin manager, was almost sure it was for sublime

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but then you've posted about poseidon, so I checked and didn't find it there

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so I decided it "musta've been for eclipse" πŸ˜›

last aurora
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πŸ˜„

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but nevertheless, whatever suits you

nimble trail
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yeah, I basically have them all and use which was already opened when I decided to run some arma πŸ˜ƒ

last aurora
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haha :D
same here
sublime is open, go with that
the next day it's poseidon
the day after n++

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too many text editors

nimble trail
sullen crater
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I could use some help with learning Eden Editor's functions and whatnot.

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Because I want to make really good Ravage scenarios.

kind prism
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Done the built-in tutorial? Oxford (square) cap icon in the top right.

sullen crater
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Shit. I forgot about that.

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I'll go through a ton of tutorials when I get home, I suppose.

kind prism
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Then you can check out the mod Eden Enhanced and think about how you'd use its features.

sullen crater
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I'm intrigued.

ripe yacht
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hey all, quick question, im trying to add some custom markers in eden via an addon(mod). I can add attributes and also successfully create a custom Sector module but i really only need a simple Marker with some attributes and the ability of Rectangle and Elipse shape thats all. any way of doing this (doesnt seem to be) am i stuck with adding attributes to default markers ?

nimble trail
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icon marker that's also a shape?

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afaik no can do

ripe yacht
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ok thx !

ripe yacht
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if someone know how to add attributes to default markers only, only Object wide works for now πŸ€”

velvet portal
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Anyone has experience with the AICommand mod in the editor?

dim kindle
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Does anybody knows how to start a keyframe animation at an arbitrary time (e.g. by trigger)?

vestal perch
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just a guess but you could try syncing the trigger to it

dim kindle
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Doesn't work, no matter which module I'm syncing the trigger to.

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Found someone asking the same question on BI Forums half a year ago and he got no response either.

obsidian mulch
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Does anyone here know why I am able to change and USE a controller in the editor but when I change the camera controls to use my controller with Splendid Camera it doesn't work: see Gyazo's

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Editor^

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Splendid Camera^

hard drum
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how can i unbinarize the mission file? I wanna remove some mods.

nimble trail
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arma 3 tools

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CfgConvert, use BINtoCPP.bat

hard drum
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it just opens and closes again if i open the BINtoCPP.bat file

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@nimble trail

nimble trail
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it's a cmd file

hard drum
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yes

nimble trail
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open it in command line

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it'll tell you how to use it there

#
cfgConvert [-bin | -txt | -xml | -q | -test ] {[-dst <destination>] <source>}
      -bin: Binarized file output
      -txt: Text file output
      -xml: XML file output
      -test: Displays errors on loading, no file is created
      -q: Quiet run, errors won't be displayed
      -dst: Destination file```
#

i think bat file just works iwth drag and drop though

hard drum
#

uh

nimble trail
#

yup, it does

hard drum
#

so i have the command prompt in this folder opened now

nimble trail
#

no need to, I just checked - just drop your mission file on BINtoCPP.bat file

hard drum
#

on the mission file?

nimble trail
#

click on mission.sqm file, hold your mouse button, drag mission icon onto bintocpp.bat icon

hard drum
#

ah

#

nice

#

works

#

thanks. Can i just delete the other one now?

nimble trail
#

copy it somewhere, so you don't lose it

#

and rename mission.cpp to mission.sqm

hard drum
#

ok

#

thanks

#

now it says "error when loading the scenario"

#

RIP

nimble trail
#

did you rename .cpp to .sqm ?

hard drum
#

yes

nimble trail
#

did you copy old mission file instead of deleting it?

hard drum
#

I removed the old mission file from the mission folder

#

There is just the mission.cpp now

#

and then i renamed it

#

to sqm

nimble trail
#

ok, try restoring it and do the same, but use MissionDerap.bat instead

#

looks like this batch file is for mission files

hard drum
#

ok

#

mission.sqm.Backup

nimble trail
#

(though it seems to be doing the same, just leaves a backup

#

btw try opening it first without removing any addons

hard drum
#

now i have the .Backup file like it is without encrypting

#

with these many weird NUL things

nimble trail
#

backup is binarized version

#

.sqm is new unencrypted file

hard drum
#

Ok back to the beginning. I have the Mission file which I cant read. So i wanna make it readable to remove mods. So i just drop which cmd file on the mission.sqm?

nimble trail
#

drop mission.sqm on MissionDerap.bat

#

it renames your current mission.sqm file to mission.sqm.bak (so you have a safe copy) and creates new mission.sqm file that should be unencrypted

#

with this file you should not need to move or rename anything

hard drum
#

Now I have the mission.sqm.Backup

nimble trail
#

yeah

#

leave it be

#

open mission.sqm in text editor

hard drum
#

annddd my mission.sqm is now encrypted ok

nimble trail
#

(decrypted πŸ˜„ )

hard drum
#

decrypted

#

xd

#

ok lemme, try.

#

brb

sinful zenith
#

debinarized* no crypt involved here

hard drum
#

Uh, I have to gtg. I'll tell you later if it worked. Thanks anyways.

#

Bye

hard drum
#

Ok so, I'm back @nimble trail. Theres still the problem, that theres an error when loading the mission

nimble trail
#

@hard drum just checked and it works as it should. Did you try opening your mission in editor after debinarizing without editing it? I suspect you might have broke something when trying to delete required mods

gilded nimbus
#

anyone know of a mod pack that has the US branch flags on a flag pole? if so could you link me to it please as well as ping me

nimble trail
#

do you know you can create flags without addons?

hard drum
#

Well, I ended up adding the 2 mods again. @nimble trail But it would still be helpful, to remove them. Because i dont know what i placed, that i cant just remove the mods.

nimble trail
#
  1. take your binarized mission, delete editable version

  2. once again unbinarize it

  3. don't edit, just open it in editor and check if it tells you you're missing addons

  4. provided point 3 worked, open mission.sqm in notepad++ or sublime or anything that isn't windows notepad

  5. find addons list, eg: addons[]= { "A3_Characters_F", "A3_Structures_F_Mil_Fortification", "A3_Structures_F_Mil_BagFence", "A3_Soft_F_Gamma_Hatchback_01", "A3_Soft_F_Offroad_01", "A3_Ui_F" };
    delete what's in this list. all of it: addons[]= { };

  6. save and try opening in editor

#

if you manage to open your mission in eden, it'll rebuild all required addons on saving

hard drum
#

ah ok. Lemme try

hard drum
#

Worked. Thank you very much.

rich lark
#

I'm making scenario. when I'm pressing button "preview in mp "- server creates. I'm doing my stuff on server, and go back to editor, but the server is still up. How can I turn the server off?

nimble trail
#

iirc, click on the icon of the computer somewhere on the bottom of the screen

#

or don't, because why would you want to wait for the server to be created again?

rich lark
#

@nimble trail πŸ˜ƒ If the server is up : there is impossible to click RMB on any AI and choose: "play as character" - there is no such action if server is up.
So, to do this - I should - launch SP preview, so server become down, exit from preview to editor screen, and finally I can choose "play as character"

nimble trail
#

ok, I can see the upside of faster load times, yes

#

still - somewhere among the icons on the bottom is a function to kill the server

strong harbor
#

So uh, i'm making my own fights and stuff, and for some reason, the NATO A-164 isn't attacking OPFOR. It just flies over them and doesn't do anything.

#

Or, some times, it would attack, but then stop.

prisma oyster
#

@strong harbor maybe he doesn't detect opfor

glass raven
#

i found some syntax for what i think is the creation of a map marker using a flag image...but what are map markers considered with respect to cfg files?

prisma oyster
#

@glass raven

strong harbor
#

What the hell?? The "damage" attribute does nothing.

#

what a glitchy mess

fringe flax
#

Yes it does

strong harbor
#

the player is still able to take damage

#

it's absolutely useless

#

wtf

#

this editor is a pile of shit

#

i cant place opfor now

fringe flax
#

LOL

#

Yes you can. Your twitch shooter hands are deleting units πŸ˜„

#

Feel free to read the built in eden editor tutorials

#

they're helpful

strong harbor
#

i can screenshare you and show how stupid this is
i'm only fast so i can show it in a gyazo

fringe flax
#

All of the features of eden you're describing works just fine

strong harbor
#

not for me

fringe flax
#

Why does it work for me perfectly fine then?

#

Are you running mods?

strong harbor
#

yeah but only one

fringe flax
#

Unload it

#

Try it

strong harbor
#

well here's the thing

fringe flax
#

Doesn't matter, first step of trouble shooting is to unload mods and try a new profile

strong harbor
#

it was working fine with the mod, and now it's just broken

#

aight

fringe flax
#

everything your describing does not happen with my client. So it's entirely on your end

prisma oyster
#

do you happen to have a secondary keyboard, and that keyboard would have something pressing on 'del' ?

#

@strong harbor

strong harbor
#

Nope.

#

I can place everything else except for opfor

fringe flax
#

Verify your game data

strong harbor
#

already did that

glass raven
#

@prisma oyster thanks for the tips on the map markers! they look great! πŸ˜„

haughty flicker
#

waypoint "Transport Unload" does not work, transport just stoped and didn't unload cargo infantry, it just waiting and does not proceed to the next waypoint. cargo still sittin in. whats wrong?

#

last time i used it in arma 2 work well
driver and infantry cargo aren't connected in the group

#

nvm i figured out

glass raven
#

question: is a new mod Zeus-compatible by default? or is there something special I have to add to it? a commenter asked me if my mod was capable of running in Zeus. I assume it is...

also, I put the 'Zeus' add-on down on my scenario map...is there anything else I have to do to have my missions usable in/with Zeus?

last aurora
#

Iirc you need to set all vehicle classes within the config must be in cfgPatches

glass raven
#

....what?

#

my mod includes a cfgPatches entry and vehicleclasses

#

what else is needed

last aurora
#

Some time has passed since i did this. If your vehicle classes inside cfgPatches do not work, also add scopeCurator = 1 into all your vehicle classes

glass raven
#

no, they work - everything works; im just asking to see if there's anything special i need to add to the mod to make it useable in the Zeus system...or is it already useable by default?

vestal perch
#

im confused? did they already work in zeus?`

#

I would say you can never rely on "by default" as someone else migth build their addon differently and leave out the stuff that makes it zeus compatible

fringe flax
#

in units[]={}; and vehicles[]={}; scopeCurator =1;
for full curator support

glass raven
#

is that was Zeus is considered? the 'curator?'

fringe flax
#

yes

glass raven
#

so just add these array entries into units and vehicles and Zeus will work just fine?

nimble trail
#

not into units, into the pbo config that defines them, under the CfgPatches class

glass raven
#

as in scopeCurator = 2; into each entry?

glass raven
#

thats what ive done so far...hopefully that fixes the problem...although i wonder how i would go about testing Zeus functionality...

fringe flax
#

Curator Module, assign it to a unit. Play, Press Y

nimble trail
#

Isn't it that you have to define claasnane in exports list (units, vehicles) regardless?

fringe flax
#

Nope

glass raven
#

@fringe flax are you talking about, say, dropping a civilian onto the field and then syncing his presence to the Zeus module the same way you would sync a trigger to a waypoint for example?

wooden flax
#

Hey, is Revo on this discord?

#

(3den enhanced)

#

I have a few questions in regards to 3den toolboxes etc.

vestal perch
#

@plain gale

wooden flax
#

Cheers

vestal perch
#

perhaps

wooden flax
#

https://i.imgur.com/AmJshuM.png the check-boxes are intended to be toggleable by users in the editor but instead the boxes are there but simply cannot be toggled by users.

vestal perch
#

you may want to paste that pic somewhere else

#

it does not show unless youre logged into slack

glass raven
#

Ok, so I got 'Zeus' working for my scenario...but I can't see any of the entries from my own mod even though I added scopeCurator = 2; to every cfgvehicle entry...wonder what I missed?

vestal perch
#

Did you also list units and vehicles in the cfgpatches arrays?

glass raven
#

Maybe not....someone might need to explain what that means...

vestal perch
#

in the cfgpatches class theres array for units and vehicles

#

that are in the config

winged sun
#

How do you add magazines laying on the ground in the editor? I want to have a table with some guns and ammo laying on top of it

glass raven
#

Props @winged sun i believe

#

Search by caliber and/or number of rounds

glass raven
#

Like 100-round or 5.56mm

lapis chasm
#

Is there a way to code soldiers to fire/have explosion effects and the like for still-shots?

strong dust
#

Yes

bronze hedge
#

Anyway I can write names directly onto the scenario on the editor map? Say I make a base and I want it to read FOB Charlie on the map, what would I need to make that the case?

last aurora
#

You place a marker ontop of your fob and name it

bronze hedge
#

ty

muted shore
#

when using the date module is that a local instance or a server instance? I want to put it in my server, but i only want it to effect the individual player that activates it.

prisma oyster
#

in Arma 3 date gets synchronised to server time, you cannot have a time different (only between two sync)
and no, you cannot disable sync

muted shore
#

thank you @prisma oyster

prisma oyster
#

πŸ‘

sullen hazel
#

hi! can someone please help me? how do i prevent civilians to "capture" (neutralize) sectors?

bronze hedge
#

Make sectors only contestable by blufor and opfor

prisma oyster
#

was I pinged? it smells like Makarov powder…

sinful zenith
#

twas napalm

prisma oyster
#

oh

sullen hazel
#

the question is how

fallen cradle
#

Is the zone restriction module broken? I thought i knew how to use it but i couldnt get it to work
Followed the wiki with no luck
Now im here anybody that got time to test it out or could help me?

quartz spade
#

I couldn't find a way to make that module work either

fallen cradle
#

@quartz spade i found a work around πŸ˜ƒ

quartz spade
#

@fallen cradle what is it?

fallen cradle
#

I'll send you a DM with it

hard drum
#

How can I make, that when someone kills a civilian, that you can read it in the chat, who got killed, and by who

prisma oyster
#

Killed EventHandler would do

hard drum
#

and how can i add that? @prisma oyster

hard drum
#

how do i add that to my mission

#

there is nothing written how to do that

prisma oyster
#

do you have any script anywhere? Also do you have basis in scripting?

hard drum
#

nah

prisma oyster
#

then create a file named "initServer.sqf", and in it type:

{
    _x addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator"]; [format ["soldier %1 killed civilian %2", name _instigator, name _unit]] remoteExecCall ["hint"]; }];
} forEach (allUnits select { side _x == civilian };```@hard drum
hard drum
#

thanks. I'll try it out later

noble coral
#

Is there an easy way to add the right ammo type, compatible items for certain weapon in the ammo box?

kind prism
#

easiest way is probably to make a loadout and get the classnames from there.

noble coral
#

thanks

jovial robin
#

is there any way to edit effects like smoke/fire in real time?

vestal perch
#

There is a particle effect editor mod

eager cipher
#

hey anyone got any idea how to create RVMATs?

dreamy raptor
#

notepad

sinful zenith
#

I use notepad++ personally.
Or VSCode. But I didn't find out how to manually tell vscode to display .rvmat files as c++

last aurora
sour anvil
#

Didn't know which one to put it in

cloud sparrow
#

Dedmen, this added in workspace/global settings should associate rvmat extension with cpp syntax:

"files.associations": { "*.rvmat": "cpp" },
proper phoenix
#

I still use Notepad++ for all there are much prettier editors around now. Every time I contemplate changing I realise I'm going to lose half-a-day's modding time just to recreate the functionality I already have down pat.

last aurora
#

@proper phoenix
Did you took a look at poseidon tools?

proper phoenix
#

I did download them quite a while ago but never got around to using them (and I think I read they're no longer being updated). I build stuff in a slightly atypical manner (no permanent P: drive, use BIS binarize and I much prefer PascalCase to camelCase), so I don't really align well with turnkey suites.

last aurora
#

Fair enough

prisma oyster
#

I much prefer PascalCase to camelCase heretic!!

wheat moth
#

how do i get the landing craft to drop its ramp once it reaches the drop off point

#

without me opening it manually i mean

sinful zenith
#

no at everyone.

#

You're not gonna bother 20k+ users

wheat moth
#

aaaaah my bad

#

@someofyou

sinful zenith
#

You probably need to animate the ramp. For that you need the name of the animation source

#

There is no landing craft in vanilla so no idea what vehicle you're talking about

wheat moth
#

in the faces of war mod /ww2

sinful zenith
#

They have their own discord. Better ask there

rough bobcat
#

Hello I have been attempting for way too long now. I was in the editor, and was wondering if you could make a trigger that once activated would send a "hint" to BLUFOR let's say when a player from the Civilian faction entered the area.

prisma oyster
#

@rough bobcat yes, thanks to remoteExecCall
set your trigger server-side only, civilian activated, and on activation:

"Civilian entered the area!" remoteExecCall ["hint", blufor];```
rough bobcat
#

@prisma oyster Thanks man

torn oxide
#

Does anyone know how Arma wind gusts work? Do 100% wind gusts double have the possibility of doubling the base windspeed?

rough bobcat
#

@prisma oyster So I actually decided to test it know, and it seems that when I start the mission and make the civilian slowly drive towards the sector. But immediately when I load the mission it gives me the notification way before the civilian actually enters the Area.

prisma oyster
#

aren't there any other civilian?
if it is about one specific civilian, you can link the trigger to him (right-click β†’ connect to)

#

@rough bobcat

plain gale
#

@rough bobcat @prisma oyster Wasn't there a bug that wildlife could activate a trigger with activating condition "civilian" ?

prisma oyster
#

ah, that I don't know

rough bobcat
#

@plain gale I guess so but thing is. It's 10 kilometers outside in the ocean sooo.....

prisma oyster
#

Fish (:

plain gale
#

Just check if the unit isKindof "Man"

rough bobcat
#

Okay I will look into that tomorrow, but If i find out that it is f******* fishes that is triggering it. Im gonna go mental tbh.

sour anvil
#

Got this problem with helis. If I spawn in a basic Heli and give it move waypoints in the editor it is fine, but as soon as I add scripts to it and give it a Variable Name it only flies straight up and ignores any order. Tried flyInHeight but doesn't work

vestal perch
#

what scripts do you add to it?

sour anvil
#

attachTo commands and some other misc ones

wicked aspen
#

Anyone know how persistence works in @ravage mod

prisma oyster
azure sonnet
#

Does anyone know how to attach flags from mods ,to ai , vehicles?

dreamy raptor
#

forceFlagTexture command

twilit dragon
#

hello using the editor, how can I view the asset model given the class name? i.e. a structure with class name Land_House_L_1_EP1?

abstract geyser
#

A touch of help

#

How do I make the use the AutoFire feature on infantry's M14(RIS)

_unit forceWeaponFire ["m14(RIS)", "FullAuto"];

Doesnt work :/

#

They have an M14 which has an automatic fire mode however they never use it

#

Cheers

#

I dont know what to try

nimble trail
#

M14(RIS) is probably name of the weapon, not it's classname

eager cipher
#

hi

#

is it possible to block called functions by Battleye fliters and whitelist some?

wooden flax
#

Is anyone here familiar with how I could add an option to units/objects when right clicking on them in the editor similar to 3den enhanced?

sinful zenith
#

Well the 3den enhanced author is here. So "is anyone here familiar" would be a clear yes πŸ˜„

wooden flax
#

I'm aiming to add a prompt that allows the user to open say, "all" opfor settings when they right click any opfot unit.

#

Ah wasn't aware. Good to know.

nimble trail
#

first - you need to create an addon that adds said unit to the game

#

or an addon that edits the unit

wooden flax
#

Already done

nimble trail
wooden flax
#

I'm working on an add-on using CBA and Ace features :D

plain gale
#

@wooden flax You can pm me if you have got questions. I'll try to help if I can.

wooden flax
#

Sounds good!

wheat moth
#

hi guys im trying to place a virtual CAS modual but when i select the bombing run the plane i select doesnt start flying straigh away so it just crashes anyone have any ideas

nimble trail
#

like no slots at all for no side?

#

or no zeus slot?

#

usually empty slotting screen means mission requires a mod that's not loaded on the server

wheat moth
#

Cool cool cool cool

nimble trail
#

no need to be snarky - I have no idea so I don't propose any solutions

#

maybe someone will have better idea, they will respond if they have anything to say

sinful zenith
#

usually empty slotting screen means mission requires a mod that's not loaded on the server
Yes exactly that, Check server log

nimble trail
#

Murph has issue with cas module

sinful zenith
#

you can also just post a link to the image here

#

As I said. check server log

#

the important part of the log

#

not the warnings that don't matter

#

Just send your RPT maybe

#

Serverlog

#

==RPT

#

no I mean the full serverlog file

#

the file out of which you copied the 2 lines above

#

arma3server_2019-05-06_09-15-30.rpt see. RPT at the end.

#

That's how arma log files are always named

#

are the units in your mission set to playable?

#

double click the unit. Set checkbox which says "playable"

#

no

#

there can only be one player

#

yes

#

depends on how you configure the mission

#

they may spawn where you place them

#

or you can force respawn and they will have to choose a spawn point or spawn at the respawn point

wheat moth
#

Any ideas on why my plane on my Cas modul just falls out the sky ?

prisma oyster
#

altitude (very) low on starting point?

wheat moth
#

It’s the virtual CAS modul so I don’t know how to adjust the altitude

prisma oyster
#

mods?

wheat moth
#

No the modual itself it vanilla but the plane I want to use is from a mod yeah

nimble trail
#

try with vanilla plane then, and you'll have answer

#

(or not, if it happens to vanilla plane)

#

iirc, cas module supports event handlers, so worst case scenario it'd be possible to spawn vanilla plane (if it works), hide it and attachto mod plane to it

#

(sounds like overdoing it, though)

wheat moth
#

Yeah vanilla plane works fine just not fitting in the time period I’m after but I will try your idea πŸ‘

drifting holly
#

I'm finding it basically impossible to get 3 tanks in a group to follow their leader down a straight road. Is this normal or I'm doing it wrong?

reef hemlock
#

Anyone know how to add a description file to a mission? the guide I'm watching on youtube says I need to go to armaholic to get a template but I really don't trust that site.

fringe flax
#

literally make a file in the root of your mission file called description.ext

reef hemlock
#

can I use note++?

fringe flax
#

use whatever you want

#

it doesn't matter

reef hemlock
#

Awesome thanks for the help.

nimble trail
#

@drifting holly that's how arma AI works, you either bite the bullet and live it (but then people no steam reviews hate you) or give up

#

seriously though - try changing combat mode and speed. when in safe and normal speed and column formation, they should move on the road, but it's arma AI we're talking about

#

also @reef hemlock if you don't trust armaholic, don't trust discord πŸ˜›

plain gale
reef hemlock
#

@nimble trail used to use armaholic all the time before steam workshop was really used but as of late webroot has been flagging the site

fringe flax
#

And you trust webroot? πŸ™„

reef hemlock
#

Cant say I've had an issue with it in five years.

paper bear
#

im having an issue where certain vehicles from my modlist arent showing up in zeus, thus preventing me from spawning them, is there a way to manually add them?

nimble trail
#

mod is setup incorrectly. you can create a mod that extends these units and exports them so zeus knows about them

#

but if you can't mod - nope

#

of course it creates a dependency on your new mod

paper bear
#

found this forum thread, no clue if it would work or not

nimble trail
#

exectly how you do it,

#

you should add requiredAddons[] to cfgPatches though

#

in this example:

#
{
    class UNS_Buildings
    {
        units[] = {"LAND_UNS_Hootch"};
        requiredAddons[] = {"wherever pbo LAND_USN_Hootch comes from"};
    };
};```
#

in most cases if mod doesn't have units[] set up correctly, it also lacks pbo prefix so name of the pbo file should work

#

(makes your mod load after mod you're editing have been loaded)

plain gale
#

Is there a way to get the center position of a map control the player is looking add? Similar as screenToWord just for CT_MAP?

sinful zenith
#

there is a map pos to world thing afaik

#

a command which takes map control as arg

plain gale
#

got it, thanks!

wooden flax
#

Currently working on adding a respawn zone concept to a mission making framework. Primary question, are zone modules global vehicles? I.E, if we place our custom zone which does; x,y and z... when that object is moved will it be moved/updated for all players on the server?

haughty flicker
#

Wasn't in BIS_fnc_showNotification a sound notification before? just a sign appears wihout sound

rain granite
#

One question bout editor, like Face of War etc wil I be able to etc mix that with native or wil that just get it to crash?

azure sonnet
#

Any way to quicly get classnames for gear ?

#

From the editor ?

nimble trail
#

weapons etc?

#

export button in arsenal

#

for units and vehicles, right click menu has option to log classnames

#

if you need a list of weapons, use config viewer

chilly compass
#

Hello, how to add large amounts of items into the Storage of a container or vehicle, without single-clicking each and every one of them?

last aurora
#

with a script... that takes longer to write than doing it the old fashioned way

kind prism
nimble trail
#

upside is that you can create a script and reuse it

chilly compass
#

thx, I will look into this.

near crown
#

Could someone help me figure out how to create the scenario I've got in mind? Effectively, OPFOR is in the center of a town, and I want BLUFOR to push into the town and fight them, but I can't seem to find a way to make BLUFOR actually move towards the center, they just kill the ones already in their line of sight then stay put

#

Can I set an objective for the AI?

prisma oyster
#

@near crown waypoints?

near crown
#

How do I play them?

#

place them*

#

and what ones do I use?

#

Because I tried placing waypoints and I couldn't figure out how

prisma oyster
#

iirc shift+right-click, or F4 for special types

wooden flax
#

So, hail-mary here. To those interested in enhancing the eden editor, what is something you guys see as potentially useful to a large audience of users but not implemented in the base-game or in addons like 3den enhanced?

nimble trail
#

wall builder

grand wraith
#

Some type of way to make it so you can see a quick preview of something that will happen if you tell A to go from B to C, instead of having to hit play, etc.

wooden flax
#

You mean a waypoint preview?

#

Can you be a little bit more specific? Let's narrow it down to objects, units, vehicles, logic etc.

real stone
#

How do i add an arsenal crate

wooden flax
#

You place a crate and add a script to it's init that adds the arsenal.

#

It's not something you place. #arma3_scripting is probably better for further questions.

dim kindle
#

I would really love a GAIA like system in the editor, that is zones for AI to be in and defensive/aggressive/fortification modes set for a group. That combined with saving as a script to replay and you have a system that can replace MCC and is a lot better to use.

wooden flax
#

While the replay is not really viable for the system my team is working on, one of our members is working on a system for an addon that will provide almost exactly those features. It's the successor to pizzadox headless AI if you've heard of it before.

nimble trail
#

@dim kindle if you had zoning in editor, do you really need to save as a script? I though it's more of a leftover from MCC being script based. Plus 1 file = 1 mission make it possible to play without author being online

dim kindle
#

I am thinking more the use of the Zeus editor in game, the ability to load in zones and units and such mid mission is very useful for making missions more dynamic

wooden flax
#

Unfortunately our addon is focused on editor mission making. Does sound like an interesting concept though.

lost peak
#

Editor is having a saving issue - have to save as then move the mission.sqm back for it to work again

#

Has this been reported?

plain gale
#

@lost peak No issues here

lost peak
#

I've had it before

#

Really annoying

#

Lost 3 hours of work because of it - seems like it occurs after time though

wooden flax
#

Sounds about right

#

I've had the editor crash on me due to me leaving it open for ~5+ hours

plain gale
#

Never happend to me

#

Strange

wooden flax
#

At this point, with the amount of time I've spent in the editor, anything is possible...

prisma oyster
#

heh @plain gale you still have a lot to learn, Editor Padawan πŸ˜‹

wooden flax
#

alright alright I concede lol, but it certainly feels like a long time

plain gale
#

@prisma oyster Maybe I just treat it better πŸ˜‰

wooden flax
#

I will admit I have done stuff to the editor that has legitimately made me for the health of my CPU/GPU

plain gale
#

We have all done that.

buoyant jolt
#

Hi guys! Not sure if it's the right place for the question, but here it goes. I did this construct made from "Concrete Pier" objects in editor. https://monosnap.com/file/IBx6KFTwwMGeLv0tA0U2qRMCE56ERY
The issue is that spawned units are getting through it as it is not the real terrain: https://monosnap.com/file/IAJdhFhgMY71gbZBnVeI0HzKOLcvWi
The same thing goes for the helipad Signs, which is very visible here: https://monosnap.com/file/tUzYQTxrGhSBcAIRwdCFdfUcqqJBFw
Question: is it even possible to build and use such structures to be more of a use?
Thanks!

vestal perch
#

building such stuctures depend heavily on how the used objects are set up

#

possibly the pier object you have there is not quite good for such

#

the helipad you cant really do anything about exept try to raise it up from the surface

#

if that does not work then it wont

#

huge complex buildings like that are not very viable in Arma

#

at least not as editor placed objects

buoyant jolt
#

Tsk, that's too bad. This volcano had a perfect atmosphere to set up an anti-zombie fortress 😦

vestal perch
#

you can try different objects

#

or make better checks where to spawn stuff so that its actually on the right surface

#

are you using the pier objects right side up?

buoyant jolt
#

errr, yes, they are top side up

wooden flax
#

@buoyant jolt CBA now has objects which are building placeholders that are designed to have objects put in their positions.

#

You could use something like that as a spawn location for players to ensure they spawn above the pier.

#

Generally it's a bad idea to spawn players on placed objects unfortunately.

buoyant jolt
#

I'll check CBA, thanks!

plucky herald
#

ACEX Headless Client Module missing? I'm looking to set up HC on dedi for the first time. I know I've seen the HC Module before, but now I can't find it in the editor. Am I the only one? Happy to get a sollution/workaround thanks!
https://i.imgur.com/Oq4YoHv.png #explainlikeimfive

wooden flax
#

@plucky herald you need to add a Headless Client Object to the game.

#

It's a vanilla module you place down anywhere in the mission

plucky herald
wooden flax
#

I don't know about the ACEX module, can't speak to that.

#

I personally just know that a headless client object is needed.

nimble trail
#

Acex stuff is being setup in CBA settings

wooden flax
#

^

gloomy grove
#

question: is there a way to change independents aggro with a trigger? like go from not shooting bluefor to attatcking bluefor?

wooden flax
#

There should be.

#

Using script commands at least.

#

That should do ya proper.

#

@gloomy grove just in case

gloomy grove
#

so if I'm reading that correctly I have to run it so both sides have their statuses switched rather than just one?

wooden flax
#

I would assume so yes. Just make sure you test this on dedicated just in case.

prisma oyster
#

@gloomy grove yes, else one will be friendly whereas the other is about to tear it a new one :3

white tusk
#

Anyone help me set a respawn on the aircraft carrier I've tried everything i could think of. But i still respawn on the side or underneath. I've had to resort with putting a rspawn on a platform with a teleport pole

kind prism
#

setPos the player in onPlayerRespawn.sqf.

white tusk
#

Appreciate it

white tusk
#

So i might need a little more help still just getting in to scripting where would i go to put that in

#

what app do i need to open mission.sqm's

wooden flax
#

You don't need anything. Just save the mission unbinarized.

kind prism
zealous stump
#

So I'm trying to do some minor map edits, and I'm a total noob. I was wondering if it's possible to see what PBO a building/model came from in the Eden Editor. I have the classname but I can't seem to see what PBO it comes from. Thanks for the help!

wooden flax
#

cursorTarget in the debug console

#

that will get you the model but it won't necessarily give you a classname

#

on most maps it won't as those models aren't actually part of the map itself

zealous stump
#

Yeah I'm trying to narrow down which PBO specific buildings are in to try and cut down on a modpack

wooden flax
#

Yeah that's something you can do simply by using depbo or something similar.

zealous stump
#

Yeah I thought there was a way to do it through the editor instead of depboing every pbo

wooden flax
#

There's a free part of mikero's tools which allows you to depbo all vanilla stuff by default

#

of course this is just vanilla stuff and does not apply to my modded content

surreal yoke
#

A quick but maybe not simple question. Is there any way to retrieve a nice list of all lets say vehicle classnames from the eden editor? I want to retrieve all vehicle classnames from a vehicle mod so that I can use them in a mission. However it is just too many to manually write them down. Is there a simple way to retrieve them?

cloud sparrow
#

Place the vehicles in editor. Select them, right click. Log > Copy classes to clipboard

#

Or something like that, I don't remember exact names.

surreal yoke
#

@cloud sparrow Thanks that actually sort of does the trick for me. Probably still gonna take a while. But alot better than the alternative. Thanks πŸ‘Œ

wide bane
#

Not quite sure where I should ask, but I'd really love some help with making an intro to a mission of mine. All the guides I've looked at online have just confused me to pieces.

wide bane
#

Well, I've figured out most of it.

#

But I'm stuck on a couple minor details.

plain gale
#

What exactly?

wide bane
#

I need to know how to make a squad of four units disembark from a boat after reaching a certain point.

#

@plain gale

wide bane
#

Any ideas? I'm at a loss.

prisma oyster
#

unassignVehicle @wide bane?

kind prism
wide bane
#

Thanks.

little lantern
#

How do I create an AI support fireteam which will head towards wherever the player marks?

#

I saw this in one of the default missions where you are a sniper, but I can't recreate it.

kind prism
little lantern
#

Thank you very much.

grizzled sand
#

hey all, joined to see about adding zeus to a map. I had all the zeus modules working, then I added players, which was broken. After I fixed the players and got them to spawn correctly, whenever I try and go into zeus mode, it takes me to the spawn screen, then hangs for a few seconds before crashing.

clever moth
#

what have you done to add Zeus

grizzled sand
#

oof

#

no pics or links

clever moth
#

really?

#

oh wow

grizzled sand
#

yeah, spam protection

clever moth
#

'no advertising' in the description

#

hmm

#

this is a very empty server for how many channels it has

#

maybe it gets livlier during the evenings

grizzled sand
#

alright, so I have a squad of each faction minus civ. they are all playable

I think the problem is stemming from something I did with the respawn menu, but I wouldn't know what I did

I have
``select respawn loadout
select respawnposition

show scoreboard
allow manual respawn``

the game mode is coop mission

#

I have a virtual curator marked player and playable, with the var name zcurator

clever moth
#

what happens if you do the zeus the old fashioned way

#

just to test

#

does it still work

#

wha

grizzled sand
#

what is the old fashoned way

clever moth
#

sorry my

#

what

#

it got removed

grizzled sand
#

oof

clever moth
#

not even a link

grizzled sand
#

dm it to me, I have dms open

clever moth
#

have a playable unit which can press y to become zeus

#

just to test

grizzled sand
#

uhhhh, ok

#

so that fixed it

#

somehow

#

thank you jesus

clever moth
#

wait

#

oh

#

hehe

#

ok

#

that was meant to be a test to see if it was the zeus thing messing up

#

great

grizzled sand
#

I figured out what I was doing wrong.

marsh osprey
#

If I make a sign with teamspeak info etc in the editor is the only way to make it buildable in liberation at FOBS to release it as a mod on workshop and then include in the mods on the server?

cloud sparrow
#

You can add some texturable billboard object to buildables, add the texture to mission and always change the texture of the object via kp_objectInits.sqf introduced in 0.96.4 ("poors man XEH")

#

For more info check the file itself and our wiki too.

marsh osprey
#

@cloud sparrow thank you for your response man, is there anyone in KP I can pay to make a sign for our server?

cloud sparrow
#

We don't do services like that, sorry.

marsh osprey
#

thank you anyway dude!

little lantern
#

How do I make AI talk over the radio? In missions made by Bohemia, you see AI briefing the players on the task and background information.

prisma oyster
#

or

  • https://community.bistudio.com/wiki/groupRadio
  • https://community.bistudio.com/wiki/sideRadio
    for starters
sinful zenith
#

!purgeban @dim kindle 7d spamming

winged raftBOT
#

*fires them railguns at @edgy herald* Γ’_Γ“

sinful zenith
#

Survived full 1:58 minutes on this discord, must be a record

wanton patrol
#

Is there a way to add a timed supply drop with random weapons and gear on a map?

plain gale
#

Not without a bit of scripting I believe

wanton patrol
#

Doesn't matter, I can script a little I guess

mortal bronze
#

This probably sounds dumb, but is it possible to spawn the static ships with turrets already in place?

strong dust
#

no

prisma oyster
#

with scripts

jagged wedge
#

yes

vestal perch
#

@grizzled sand for future you can always post a link to your pictures

grizzled sand
#

πŸ€” πŸ€” πŸ€” πŸ€”

glass raven
#

im having a tough time getting my mod's soldier loadouts to show up in Zeus...I have scopecurator = 2; in all of my soldier entries, and even my faction classes and editor subclasses, but they don't appear

CUP Units appears, and I looked to see how they did it...I must be missing something. any ideas?

nimble trail
#

yes, your config needs to list all units in pbopatches units[] attribute

#

(or in vehicles, if vehicles)

glass raven
#

uhhh...

nimble trail
#

it's more important than scopecurator, as by default that one is 2 by itself

glass raven
#

ok, so currently my cfgpatches is this:

    class unit_config {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F"};
    };```
nimble trail
#

yup, you have to add all classnames of all units you add in your pbo into units[]

glass raven
#

ooohhhh

#

so every individual soldier 'class' name needs to go up in the units section in between the {}

#

if im understanding you correctly

nimble trail
#

yes

glass raven
#

i see. ok

#

whew. this is gonna take awhile XD

nimble trail
#

n++, sublime code and vs code all have option to select multiple instances of code

#

so you can just select "class " text, select all occurences, copy to new file and edit as needed

glass raven
#

ok πŸ˜›

#

im using microsoft visual studio πŸ˜›

nimble trail
#

that one has it as well, though I wont help you with a shortcut as I don't have it installed

glass raven
#

its ok πŸ˜›

#

i can copy-paste manually

#

separate each entry with a ';' right?

nimble trail
#

{"classname1", "classname2"};

glass raven
#

gotcha

#

testing now

glass raven
#

outstanding! it worked. Thank you!

glass raven
#

well, it kinda worked...

i have 2 separate mods loaded. their entries both work in Zeus...but only one mod at a time...which is really weird to me...

#

@nimble trail

radiant parrot
#

Does anyone know how to make pilots wait for the player or for other npc's to board the vehicle (helicopter or VTOL) before taking off as soon as the game loads?

nimble trail
#

@glass raven two things tthat come to mind are

  1. wrong pbo dependencies
  2. pbo not being initialized in mission (anything from the pbo needs to be loaded into mission for it to be read by zeus. that, or using activateAddons command)
#

@radiant parrot add first waypoint on position of the helicopter, add activation requirement vehicle player == helicopter (of course you have to use name of the helicopter and name of player unit)

radiant parrot
#

That should work, thanks @nimble trail

glass raven
#

i dont have any of those commands @nimble trail

what's a PBO?

strong dust
#

A ... hell ... a Data type of a file

#

Like a zip folder

glass raven
#

in terms of ARMA?

nimble trail
#

@glass raven addon file. I used pbo/cfgpatches/addon interchangeably here, but the idea is, try adding one unit from both mods loaded into editor mission, and check if then units from these work in zeus

glass raven
#

hmm...the units from only one of the mods show up....but the cfgpatches entries in both mods is the same with respect to unit name placement and the require add-ons entries @nimble trail

glass raven
#

in fact, the only units to show up are units in the LAST config file I edit, even though each config file has its CfgPatches configured exactly the same way as its neighbors, and even the same way as CUP Units set theirs up....what the hell am i missing? @nimble trail

ruby niche
#

I placed empty weapon prop in editor, but it's without mag (all weapons with mag proxies are like this). Is there any way to insert mag to this weapon in editor, so it can be seen?

vestal perch
#

@glass raven your config files all have same cfgpatches class?

glass raven
#

Yes. They all have cfgpatches..and now that you mention it....they all have the same named "config _units" class underneath that opening line

#

That might be doing it....

vestal perch
#

No what are the classes called?

glass raven
#

On which line?

vestal perch
#

There's class cfgpatches and inside that class youraddonwhateveryoucallitpreferablynameofPBO

glass raven
#

Gotcha

vestal perch
#

That class needs to be unique

glass raven
#

Thats probably whats doing it then

#

Im not at home to modify it but ill test as soon as i can

vestal perch
#

If in doubt check out some vanilla configs for their cfgpatches class naming

glass raven
#

Roger

primal siren
#

How to make CT_STRUCTURED_TEXT add scrollbar when filling?

glass raven
#

It worked @vestal perch @nimble trail thanks!

proud saddle
#

Not sure if this is the correct channel but can someone give me tldr on how to add vehicles to my mission from let’s say RHS or just any other mod

last aurora
#

you open the mission in the editor, delete old vehicle, add new vehicle

#

Β―_(ツ)_/Β―

proud saddle
#

@last aurora so basically when I load the mod it’ll show up in the editor your saying?

last aurora
#

uhm... that's the most basic stuff you should know if it is your mission as you say...

#

at some point you already had RHS loaded and used the vehicles

#

and RHS is a mod

proud saddle
#

It Is my mission, as I’ve said. I know I’ve had RHS loaded and used plenty of times, and I’m aware that it is a mod. Just wasn’t sure about how to place on the map in the editor and I’m not at my pc to test at the moment so I wanted ask how it’s done before I started.

fallen hare
#

is it possible to increase an AI's health? running ACE3. basicly what i want is a juggernaught unit, kinda like the ones you saw a lot in MW2 and 3.

vague nymph
#

I believe there's an AI damage co-efficient in ACE3, but I don't think it's possible to increase their overall health.

grand wraith
#

If this was to be used with Zeus, I would use the Object's Invincible feature, and it says "Include Crew" with a drop down.
Click yes.
It will make them invincible until you do the same steps but "no" on both drop downs.

hollow brook
#

Is there a way to make a tank turret face a certain direction in editor?

runic cloud
#

tank animateSource ["MainTurret", rad 0, true];

#

change 0 to direction, relative to vehicle

#

so uh not really only with script

hollow brook
#

Thanks!

thorny sinew
#

Does anyone know how to make a group of objects have one random chance to spawn all together at the beginning of the mission? I know how to use the presence probability, but that makes each object within a composition have a random chance of spawning, leading to only some objects spawning at a time

thorny sinew
#

I solved the issue by assigning different variable names to every single object within each composition, then creating game logic entities with a 30% chance of spawning that each delete one composition's list of variable names. If anyone has a better way of doing this, please tell me lol

prisma oyster
#

@thorny sinew a one-time trigger that would hideObject or delete eden-placed objects in a certain radius yup

fringe flax
#

Or, just check if one exists. Then you have the rest based on the one object

plain gale
#

@primal siren To get a scrollbar you need to place the structuredtext control inside a controls group.

plain swan
#

woops wrong chat

primal sparrow
#

So I'm trying to build a scenario, but just wondering how many people play a mission together, trying to make one with like 20 people needed, but wondering if that many people play together, i like the idea of a mostly player game

prisma oyster
#

@primal sparrow what do the numbers mean?

Regarding your question it depends, if you plan on a campaign the target is "usually" 3-5 people, if a single mission many groups play with 10-20+ members at the same time – you should also think about the mission's duration

primal sparrow
#

Thank you, been toying with the editor for awhile now, even have a few bare bones maps, just don't know how many people is right

prisma oyster
#

I usually plan for "my" usual group of friends, but don't worry, if you make a 2-100 players map, it will be played anyway ;-) just think to give some fun to everyone!

#

(videogames wise that is)

primal sparrow
#

sounds great, thank you!

rose geyser
#

Any idea how to make ai jet follow close to lead jet or formation on editor mode A3?

prisma oyster
#

@rose geyser not really, unless you use unitPlay function

near laurel
#

Is there a way to get the spectrum device from the sandbox trailer in the editor?

sinful zenith
#

it's not in game yet afaik

little lantern
#

is there a way to make a fighter jet fly straight and drop a bomb on a target rather than keep circling around and eventually hitting it five years later

kind prism
#

Script it

little lantern
#

how do I make an AI wingman that flies with you in formation

prisma oyster
#

@little lantern just put another plane at least 20m above the ground, they will follow you

glass raven
#

the Eden Editor has a 'grass cutter' template to remove grass from a wide area...but is there a way i can apply this effect using a trigger to cover an even bigger area, such as an entire airfield?

i understand that setTerrainGrid 50; will remove grass from the ENTIRE map, but I'm not looking to clean the entire map

prisma oyster
#

@glass raven it would require spawning many of them as it is part of the "model" ; you could also script with setTerrainGrid if the player is in the airport, dirty but worky

glass raven
#

Yeah but i tried applying the setTerrainGrid to a trigger while under the impression that it would apply to just the area covered by the trigger... But it ended up expanding to the entire map

plain gale
#

@prisma oyster Using setTerrainGrid that way is not a good idea. Changing this might result in a lag.

prisma oyster
#

the effect is local? a switch between 50 and 25 shouldn't affect the client a lot

plain gale
#

does 25 already remove the grass? Don't think so

#

Anyway, why not simply spawn grass cutter objects and remove them once the player left the area.

prisma oyster
#

50 removes grass, 25 doesn't
that or leave the grass cutters there actually
or attach them to the player when in the base :^)

glass raven
#

yeah, but the idea is i need it applied to an area the size of an airfield rather than the entire map, and id like to see if i can do it with a single trigger defining an area without causing major server issues

prisma oyster
#

script-spawn grass cutter on the whole airport, should be fine

glass raven
#

you talking about using a trigger to spawn a grass cutter?

prisma oyster
#

no, just create the grass cutter by script, end of story
no need to despawn-respawn it

glass raven
#

yeah...except im not sure how to do that 😦

prisma oyster
#

let me help πŸ˜‰ which airport?

glass raven
#

oh thank you πŸ˜ƒ

#

CUP Maps - Bukovina @prisma oyster the grasslands between the main tarmac

#

for your reference πŸ˜›

prisma oyster
#

roger πŸ˜‰

#

it's, ehm, hard to miss

glass raven
#

XD thank you

prisma oyster
#

@glass raven iiit actually completely kills the performance; I went from 85 to… 6 FPS ^^"

glass raven
#

oh shit

#

thats a shock

prisma oyster
#

setTerrainGrid brings a tiny stutter, which you may make imperceptible if you tie it to "is player in a vehicle"

glass raven
#

guess i should just leave it alone XD

#

gotcha

#

so....better idea to just leave stuff be?

prisma oyster
#

is it really a big stuff to your mission?

prisma oyster
#

@glass raven for the record it took ~5445 "Land_ClutterCutter_large_F" to cover the airport :p

plain gale
#

Only? Wow

prisma oyster
#

inner width = 280m, inner length = 1400m
Land_ClutterCutter_large_F has a diameter of ~8.5m… boom

plain gale
#

I wish there was a module of which we could simply change the size in the editor and it would remove all the grass.

prisma oyster
#

hideObject πŸ‘€

plain gale
#

does that work?

prisma oyster
#

not on grass unfortunately. Also I meant the hide object terrain module.

plain gale
#

I know the vanilla module can hide terrain objects like bushes.

#

Yes

prisma oyster
#

nay not grass

plain gale
#

😦

#

Maybe with a future lawn mover DLC

prisma oyster
#

let's hope so

plain gale
#

πŸ˜„

broken inlet
#

Maybe the old man project is just an old war vet mowing his lawn, you never know

glass raven
#

ill play with it and see what happens

#

did it have a big impact on server performance @prisma oyster ?

prisma oyster
#

in singleplayer, 85 β†’ 5 FPS

#

just give it a try, you will see =]

glass raven
#

oh god 😦

#

a drop THAT huge in single player? that's odd...you'd figure less grass means fewer resources taken from the GPU or processor...

vestal perch
#

why do you need to remove it?

glass raven
#

because it creates the feeling of dilapidation in the military base.

#

lack of upkeep, doesnt fit with the scenario

#

also, i thought it might save people some performance resources

prisma oyster
#

@glass raven less grass true, but 5000+ objects to deal with too

Maybe setTerrainGrid when being out of a vehicle, you would only get the stutter when getting out

Or, setTerrainGrid to the highest possible without hiding the grass, and attaching grass cutters to the player for the area around him

runic cloud
#

you might be able to delete them - i cant remember if the grass reappears after the cutter is gone

prisma oyster
#

ah maybe, true

#

@runic cloud @glass raven IT WORKS!

runic cloud
#

i do wonder ifi t resets if you go away and come back or something tho

prisma oyster
#

stop playing with me!! πŸ˜„

#

hopefully, it doesn't πŸ™‚

plain gale
#

How does it work for JIP?

prisma oyster
#

that I have no idea

plain gale
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The question is how can 5000 grass cutter objects have such an impact on the performance

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They are not even visible.

prisma oyster
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Β―_(ツ)_/Β―

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it's a 3D model after all

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bad news: it only applies to visible grass at the time x(

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grass behind you: nope
grass further away from usual grass distance: nope

dang, false hope on this one

plain gale
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Have you tried turning it into a simple object?

prisma oyster
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ah true, nope!

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oh but wait, CUP adds bigger grasscutter too

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buuut it doesn't work fully? Oo

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79 FPS β†’ 61 FPS, with normal objects

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better.

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Almost none to no performance impact
@glass raven , we got it
Thanks to @plain gale , @runic cloud , CUP and SimpleObjects!

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1767 Γ— ~20m diameter clutter object

runic cloud
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no performance hit with simple ?

prisma oyster
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yup… they could make it a simple object

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1767 objects, created instantly, no hit

runic cloud
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interesting, good to know

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i mean it makes sense those cutters aren't ANYTHING they're just like a geo lod IIRC

prisma oyster
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and created with createVehicle they give you hell, yeah strange.

plain gale
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@prisma oyster Glad you got it working now.

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Maybe something for Mission Optimisation?

prisma oyster
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…yes 😭

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  • 20 FPS with vanilla cutter, almost none if any with the CUP cutter
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also, editor-placed cutters are not placed as simple objects! ☝
maybe someone from BI has a reason for this

glass raven
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alrighty. ill give it a shot

bright tulip
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see I come here in case i need assistance to fill the gaps the internet apparently cant or doesnt obviously teach me, and right off i now know what i should do with my props to cut out this fps drop... teach me more!!

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currently trying to make a multiplayer mission on malden, starting on the northwest island with a working heli taxi to the mainland, wanting the first task to be to take the airport from the CSAT forces, I found vids explaining the use of sector modules, have a number of hand placed squads and using an OPFOR base module to auto populate the empty space, yet to see if it works as ive got tired and its a slug to go thru em all, tho i dont want to drop the area size to less than covering the entire area as its intended to run for up to 8 players, ill fight thru it tomorrow and see if it works, tho im stuck on how to turn off the OPFOR base and swap it with a BLUFOR base, I have the output of the sector to true when it is owned by blues, that also completes the task set down by it, but i dont know how to flip that true into a false to apply that change to the OPFOR base (I can put a BLUFOR base down as false to start and set that to true once i take the sector, thus populating it with blue troops, right??)

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shoot sorry didnt realise thats such an essay

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if I knew how to open other mission in editor mode then i could look at the dynamic combat ops to see how they make the sector capture, as thats what im trying to replicate

little lantern
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If someone in your dedicated server doesn’t have a mod that you have, say a mod that allows you to dress as a certain army, what would they see on their end?

bright tulip
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they would see them dressed in their undergarments

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and guns would be invisible

little lantern
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Ah ok

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Any tips on creating a very interesting mission? I am struggling to think of a mission that would be very cool.

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All of my ideas seem too generic.

bright tulip
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heh, im working on mine on the fly, learning as i go as this is my first go, but I think its safe to say this game has been around for so long, you can bet money that somebody has done anything you can think of at some point XD