#arma3_editor
1 messages Β· Page 31 of 1
Well Im talking more like every wall or item in game
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? :)
Sorry for the englishπ
no
@torpid tulip that kind of snapping might be hard to do. What kind of stuff would you need it for?
@Afausean#2024 Not sure if I understand you correctly, but this might be what you are looking for https://steamcommunity.com/sharedfiles/filedetails/?id=642912021
@plain gale he left Β―_(γ)_/Β―
Yeah, I was already wondering why I wasn't able to mention him by using @
And how i put things easy in the editor (hospital and yea..?) Seems like he never worked with the 2d editor before π
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?
setVariable ["",0,true]
Is it possible to edit the terran to remove a chunk and build an underground base or no?
no
@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
Module expressions work with public set variable, it is just groups and object entity expressions that seem affected
I have experienced the same problem ^^^. Knew I wasn't crazy. Well at least not for that reason.
Is anyone else encountering a large loss of FPS the further down the entities list they scroll?
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?
I think you can set it in controls? I have it on Ctrl+D and I'm pretty sure it didn't start there.
Anything special about manipulating controls through the attributeLoad eventhandler?
setting vars/storing data, running commands all works, but I can't affect any controls besides the immediate controlgroup
able to manipulate outside a controlgroup/display just fine through onLoad, can't do it with attributeLoad. Interesting.
Would it be possible to delete natural Arma 3 objects and in the editor?
natural objects?
There is a module to hide terrain objects within a given radius
*given area
How do I import mission files to people so they can upload to a dedicated server?
I need to know badly
rephrase your question please... it's confusing
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.
*export
hold on....
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:
- you send them the folder <your_mission.mapname>
- 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
Thanks!
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
@primal grove Why don't you just tell us your issue?
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
@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;
};
no. might be anywhere
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?
@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.
https://community.bistudio.com/wiki/setAccTime There's the wiki page for it
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?
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
Never had any trouble with it when following these steps https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews except when maxScreenShotFolderSizeMB was too low and it wouldn't make pics of half the assets
I'be never seen it try to do anything with weapons classes though
you'll notice none of the BI groundholders have preview images
itwont do weapons then?
don't think so
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"
seems odd because vanilla weapons have editorpreview images
hrm
even the sample example stalls
0 = [nil,"all",[],[],["A3_Armor_F_Slammer","A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;
this runs through tw ochinooks then does the same thing - jus thangs
vanilla weapons don't have editor previews
they have inventory icons
the function doesn't generate those
ah yeah i see, the yhave ? in a square
i.e. nobody bothered making the images
probably because this function doesn't work properly for weapons then
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
Does the example work when running the game vanilla?
there's not a missing , somewhere in among all your cfgpatches arrays making an invalid classname that it might hang on?
vanilla only,
0 = [nil,"all",[],[],["A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;
shows two images of a chinook then the camera just stares int ospace
and no images are saved to the newly created folder
C:\Users\Rob\Documents\Arma 3 - Other Profiles\Eggbeast\Screenshots\EditorPreviews\heli
so i'm guessing it is actually completing but not saving the images
Graphics settings match the ones in the guide?
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
looks like this might be it
my cfg file had reverted back to 8 instead of 16 after i already changed it
and now it works
thanks for helping me scratch my head on it π much appreciated
also so i won't think it's brtoken when it doesn't take images of my weapons π¦
ok next question, is there anywhere a tool that can mass convert 200 images from 1600x900 png to 455x256 JPG ?
so cool, many thanks π
Any command line tool can be used to make batch things ^^
jus tcreated 200 jpgs thanks for the help π
now, if anyone knows how to do this for weapons and magazines images, you'll earn a special flower
if not, we'll have to invent a way
but you mean editor previews or inventory pictures?
editorpreviews - jpgs
or inventory pictures, whatever will batch screenshot the weapons and mags
having any pics would mean we can batch create the editorpreviews (for the groundholders)
making inventor ypictures with alpha layer automatically would also be a very useful tool
the screenshot command can produce images with alpha if you get the graphics settings right
DOF has to be turned off at least
we have about 200 weapons so i'm lookingfor a way to automate it ideally
{addweapon _x; sleep 2; doscrenshot; removeweapon _x } foreach weapon?
@onyx sun you can have editor previews for weapons, but not for weaponcfg weapons, but for their vehiclecfg holders
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
and this function might work for these
yeah it doesnt
we have a handmade working editorpreview for a couple of weapons groundholder vehicles. i now want it for every one of 200 weapons
so hence asking how it may be possible as the BI function fails
and does not work with groundholders
Is Buldozer stil supported? When I try to use it my graphics are fairly messed up
Nevermind, I was starting it incorrectly (by enabling that tickbox in the launcher)
@onyx sun did you get it sorted by now?
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.
thank you
@turbid swift not weapons images weβll have to make a new tool script i guess
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?
Sooo dumb question time
Is there a way to program/code/set up a plane in the air so it stays there?
Wanting to make a screenshot of troops jumping out, posing as they clear the ramp
And if not that is there some key or something to hide/unhide all markers to take a screenshot within the editor?
... I hadn't thought to test that.
I don't know why that would make it stay in the air but I'll give it a shot.
That seemed to do it. @sinful dagger
Also is there any way to make it to where infantry don't automatically go into a vehicle?
Without, for instance, packing every seat?
@lapis chasm use the translation widget to move them rather then the mouse
press 2 when selecting the unit
Affirm, thanks.
@lapis chasm also, backspace in editor hides the UI (and in Zeus and in Spectator and in Camera)
Awesome thanks
@onyx sun you may want to try our modified version (and adjust for Unsung base classes/author tags)
https://gitlab.com/arma3_ww2_projects/WW2_Public/ww2-dev-tools/tree/master/MissionsEditor/%23editorPreviewImage.VR
to create the weapon/vehicle icons BWMod made some tool/scripted process using Blender
super, thanks
hey, how do i change fov in arma 3 sceenshot mode?
3den Enhanced by @plain gale is great starter
https://steamcommunity.com/sharedfiles/filedetails/?id=623475643
@round belfry
how destroy object only explode?
whats the file path for mission briefing templates?
@glass raven ?
To create briefings, html files are not used anymore. See the wiki for briefing info
so the actual 'briefing' menu in the editor is useless?
If it is in the editor, it is useful generally
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
@glass raven where? I don't know which tool you are talking about
@prisma oyster Tools - Utilities - Briefing Editor
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
gotcha
Through eden editor is possible to create a series of interconnected missions or a campaign?
Yes...
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.
@vital yarrow don't crosspost
Is there a way to take out all of a mods items in editor once youβve 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.
Iβm pretty sure itβs because I used ace arsenal to edit their kits but it wonβt work without the mod and I get the ace/rhs error where I have the wrong CBA with it
open mission.sqm in a text editor
look for addons[] section (and its sister)
remove item, adjust ids
thanks dude
No need to edit anything - clear addons list, leave information list as it is then reopen mission in editor.
Editor will take care of the rest
okay wheres that?
β look for addons[] section (and its sister) in mission.sqm
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.
respawn marker or respawn module?
module
ah yes, respawn_west is for markers π
perfect thanks
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.
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?
Or can it be setup for the trigger to be only in the trigger area?
Maybe place it initplayer? https://community.bistudio.com/wiki/Initialization_Order
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?
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.
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.
No, just put true to turn it back on.
Inside - enableEnvironment [false, false];
Outside - enableEnvironment [true, true];
Its called "on activation" in eden
Think we got it, doing another test to be sure.
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.
@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!
Cheers π
@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.
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 π
I love Eden Enhanced! I don't say that often about mods.
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?
edit the mission.sqm manually. with notepad++ for example
you need it to be unbinarized for that though
unbinarize
Do you have mikeros or Arma 3 tools?
Uhmm. I dont think so
Send it to me via PM. I'll run it through
the sqm file
yes
aight
Now open it with a text editor. At line 25 the addons[] starts.
In that list remove the mod you want out
How do i set up the Zeus Game Master?
What should i type at Owner and at Name?
you can set the variable name of a unit, then put that variable name into the owner field
the variable name is at the top of a unit's attributes menu
thanks
How can i turn off the VON by the Eden Editor?
I dont really know how to use this π€·πΌ https://community.bistudio.com/wiki/enableChannel
it says Init: Generic error in Expression when i put java enableChannel [true, false];
thanks
How do I enable the sitting Feature on Chairs with AceX?
CBA settings would be my assumption
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).
both will do:
myCivilian in units group player
group myCivilian == group player
Thank you!
Trying to use an addAction for the player to command the civvie to join the group. addAction only appears from a trigger. Only one unit so I can't use an array like it wants.
I've tried both this: https://forums.bohemia.net/forums/topic/177095-addaction-to-make-ai-join-group-in-multiplayer/
and an adaptation of this: http://www.kylania.com/ex/?p=11
Neither are working.
Do I need to name the trigger and use the trigger's varname somewhere?
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?
[MyCiv]
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"]
add [] before 6
[], 6, etc
you're missing arguments parameter
[title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition]
Thank you! Someday I'll get it XD
it might be much easier if you write scripts in code editor, not in arma editor
Sublime Text is a sophisticated text editor for code, markup and prose. You'll love the slick user interface, extraordinary features and amazing performance.
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
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)
Ah nice, I jsut have notepad++ with the sqf formatting but that looks really helpful thankyou
oh right, n++ and iirc atom all have sqf highlighting as well π
The Visual Studio interface is so fancy oooooh
it's basically Sublime but on steroids (I mean, it's probably more similar to atom engine-wise, but uses sublimes shortcuts and methodology)
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.
i prefer poseidon tools
http://www.armaholic.com/page.php?id=22139
Armaholic - Covering the Arma series - Arma 3 | Arma 2: Operation Arrowhead | Arma 2 | Arma 2: British Armed Forces | Arma 2: Private Military Company | Armed Assault
huh, I always thought Poseidon was "just" a plugin to Eclipse, but it looks like it's a standalone
@merry hull I believe this error is about createVehicle part
should be: "crg_House_UPCK" createVehicle getPos crg_House_PCKD}
That did get rid of the error; but it doesn't actually spawn the object itself
well maybe it does but not where you think it should be?
Possibly.
createVehicle command uses "classname" createVehicle position syntax, so this part should be ok
check in watcher (it might be only available with CBA) what's the value of crg_House_PCKD
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
you do
but are you sure that variable you've typed in is the name of this object?
though tbf I'm not 100% sure if this command isn't precompiled
wait, are you placing static container on the position of static container?
Placing a cargo house at the position of a cargo container, if that's what you mean
@nimble trail
poseidon is sublime on steroids for real π
well, IT IS sublime
π
oh right
I remember I've been seeing it in plugin manager, was almost sure it was for sublime
but then you've posted about poseidon, so I checked and didn't find it there
so I decided it "musta've been for eclipse" π
"that's where you're wrong"
https://ih0.redbubble.net/image.495209305.1200/raf,750x1000,075,t,fafafa:ca443f4786.u3.jpg
π
but nevertheless, whatever suits you
yeah, I basically have them all and use which was already opened when I decided to run some arma π
haha :D
same here
sublime is open, go with that
the next day it's poseidon
the day after n++
too many text editors
I could use some help with learning Eden Editor's functions and whatnot.
Because I want to make really good Ravage scenarios.
Done the built-in tutorial? Oxford (square) cap icon in the top right.
Shit. I forgot about that.
I'll go through a ton of tutorials when I get home, I suppose.
Then you can check out the mod Eden Enhanced and think about how you'd use its features.
I'm intrigued.
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 ?
ok thx !
if someone know how to add attributes to default markers only, only Object wide works for now π€
Anyone has experience with the AICommand mod in the editor?
Does anybody knows how to start a keyframe animation at an arbitrary time (e.g. by trigger)?
just a guess but you could try syncing the trigger to it
Doesn't work, no matter which module I'm syncing the trigger to.
Found someone asking the same question on BI Forums half a year ago and he got no response either.
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
Editor^
Splendid Camera^
how can i unbinarize the mission file? I wanna remove some mods.
it's a cmd file
yes
open it in command line
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
uh
yup, it does
so i have the command prompt in this folder opened now
no need to, I just checked - just drop your mission file on BINtoCPP.bat file
on the mission file?
click on mission.sqm file, hold your mouse button, drag mission icon onto bintocpp.bat icon
did you rename .cpp to .sqm ?
yes
did you copy old mission file instead of deleting it?
I removed the old mission file from the mission folder
There is just the mission.cpp now
and then i renamed it
to sqm
ok, try restoring it and do the same, but use MissionDerap.bat instead
looks like this batch file is for mission files
(though it seems to be doing the same, just leaves a backup
btw try opening it first without removing any addons
now i have the .Backup file like it is without encrypting
with these many weird NUL things
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?
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
Now I have the mission.sqm.Backup
annddd my mission.sqm is now encrypted ok
(decrypted π )
debinarized* no crypt involved here
Ok so, I'm back @nimble trail. Theres still the problem, that theres an error when loading the mission
@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
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
do you know you can create flags without addons?
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.
-
take your binarized mission, delete editable version
-
once again unbinarize it
-
don't edit, just open it in editor and check if it tells you you're missing addons
-
provided point 3 worked, open mission.sqm in notepad++ or sublime or anything that isn't windows notepad
-
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[]= { }; -
save and try opening in editor
if you manage to open your mission in eden, it'll rebuild all required addons on saving
ah ok. Lemme try
Worked. Thank you very much.
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?
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?
@nimble trail π 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"
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
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.
@strong harbor maybe he doesn't detect opfor
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?
Yes it does
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
LOL
Yes you can. Your twitch shooter hands are deleting units π
Feel free to read the built in eden editor tutorials
they're helpful
i can screenshare you and show how stupid this is
i'm only fast so i can show it in a gyazo
All of the features of eden you're describing works just fine
not for me
yeah but only one
well here's the thing
Doesn't matter, first step of trouble shooting is to unload mods and try a new profile
everything your describing does not happen with my client. So it's entirely on your end
do you happen to have a secondary keyboard, and that keyboard would have something pressing on 'del' ?
@strong harbor
Verify your game data
already did that
@prisma oyster thanks for the tips on the map markers! they look great! π
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
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?
Iirc you need to set all vehicle classes within the config must be in cfgPatches
....what?
my mod includes a cfgPatches entry and vehicleclasses
what else is needed
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
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?
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
in units[]={}; and vehicles[]={}; scopeCurator =1;
for full curator support
is that was Zeus is considered? the 'curator?'
so just add these array entries into units and vehicles and Zeus will work just fine?
not into units, into the pbo config that defines them, under the CfgPatches class
as in scopeCurator = 2; into each entry?
thats what ive done so far...hopefully that fixes the problem...although i wonder how i would go about testing Zeus functionality...
Curator Module, assign it to a unit. Play, Press Y
Isn't it that you have to define claasnane in exports list (units, vehicles) regardless?
Nope
@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?
Hey, is Revo on this discord?
(3den enhanced)
I have a few questions in regards to 3den toolboxes etc.
@plain gale
Cheers
perhaps
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.
These checkboxes are created by this template https://github.com/unitedoperations/UnitedOperationsFramework/blob/master/uo_sys_framework/Core/CfgUO/RespawnTemplates.hpp
which is created per faction through these templates which are per faction https://github.com/unitedoperations/UnitedOperationsFramework/tree/master/uo_sys_framework/Core/cfg3den/Respawn
you may want to paste that pic somewhere else
it does not show unless youre logged into slack
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?
Did you also list units and vehicles in the cfgpatches arrays?
Maybe not....someone might need to explain what that means...
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
Like 100-round or 5.56mm
Is there a way to code soldiers to fire/have explosion effects and the like for still-shots?
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?
You place a marker ontop of your fob and name it
ty
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.
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
thank you @prisma oyster
π
hi! can someone please help me? how do i prevent civilians to "capture" (neutralize) sectors?
Make sectors only contestable by blufor and opfor
was I pinged? it smells like Makarov powderβ¦
twas napalm
oh
the question is how
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?
I couldn't find a way to make that module work either
@quartz spade i found a work around π
@fallen cradle what is it?
I'll send you a DM with it
How can I make, that when someone kills a civilian, that you can read it in the chat, who got killed, and by who
Killed EventHandler would do
and how can i add that? @prisma oyster
do you have any script anywhere? Also do you have basis in scripting?
nah
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
thanks. I'll try it out later
Is there an easy way to add the right ammo type, compatible items for certain weapon in the ammo box?
easiest way is probably to make a loadout and get the classnames from there.
thanks
is there any way to edit effects like smoke/fire in real time?
There is a particle effect editor mod
hey anyone got any idea how to create RVMATs?
notepad
I use notepad++ personally.
Or VSCode. But I didn't find out how to manually tell vscode to display .rvmat files as c++
@sour anvil
#arma3_scripting
Didn't know which one to put it in
Dedmen, this added in workspace/global settings should associate rvmat extension with cpp syntax:
"files.associations": { "*.rvmat": "cpp" },
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.
@proper phoenix
Did you took a look at poseidon tools?
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.
Fair enough
I much prefer PascalCase to camelCase heretic!!
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
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
in the faces of war mod /ww2
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.
@rough bobcat yes, thanks to remoteExecCall
set your trigger server-side only, civilian activated, and on activation:
"Civilian entered the area!" remoteExecCall ["hint", blufor];```
@prisma oyster Thanks man
Does anyone know how Arma wind gusts work? Do 100% wind gusts double have the possibility of doubling the base windspeed?
@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 https://gyazo.com/7b74eef92db1e752e94e80741e2ba0a1
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
@rough bobcat @prisma oyster Wasn't there a bug that wildlife could activate a trigger with activating condition "civilian" ?
ah, that I don't know
@plain gale I guess so but thing is. It's 10 kilometers outside in the ocean sooo.....
Fish (:
Just check if the unit isKindof "Man"
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.
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
what scripts do you add to it?
attachTo commands and some other misc ones
Anyone know how persistence works in @ravage mod
Does anyone know how to attach flags from mods ,to ai , vehicles?
forceFlagTexture command
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?
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
M14(RIS) is probably name of the weapon, not it's classname
hi
is it possible to block called functions by Battleye fliters and whitelist some?
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?
Well the 3den enhanced author is here. So "is anyone here familiar" would be a clear yes π
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.
first - you need to create an addon that adds said unit to the game
or an addon that edits the unit
Already done
then you have eden attributes framework: https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes
I'm working on an add-on using CBA and Ace features :D
@wooden flax You can pm me if you have got questions. I'll try to help if I can.
Sounds good!
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
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
Cool cool cool cool
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
usually empty slotting screen means mission requires a mod that's not loaded on the server
Yes exactly that, Check server log
Murph has issue with cas module
you can also just post a link to the image here
https://cdn.discordapp.com/attachments/574993503440863232/574993576505901056/20190506121717_1.jpg
Yes that's what we already know
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
Any ideas on why my plane on my Cas modul just falls out the sky ?
altitude (very) low on starting point?
Itβs the virtual CAS modul so I donβt know how to adjust the altitude
mods?
No the modual itself it vanilla but the plane I want to use is from a mod yeah
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)
Yeah vanilla plane works fine just not fitting in the time period Iβm after but I will try your idea π
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?
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.
literally make a file in the root of your mission file called description.ext
can I use note++?
Awesome thanks for the help.
@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 π
@reef hemlock You don't need a template. Everything you need to know is right there https://community.bistudio.com/wiki/Description.ext
@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
And you trust webroot? π
Cant say I've had an issue with it in five years.
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?
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
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)
any other questions should really go to #arma3_config
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?
got it, thanks!
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?
Wasn't in BIS_fnc_showNotification a sound notification before? just a sign appears wihout sound
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?
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
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?
with a script... that takes longer to write than doing it the old fashioned way
@limpid mural you mean like this? https://github.com/acemod/ACE3/blob/master/addons/medical_treatment/CfgVehicles.hpp#L242-L257
nah, with this command: https://community.bistudio.com/wiki/addItemCargoGlobal
upside is that you can create a script and reuse it
thx, I will look into this.
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?
@near crown waypoints?
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
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?
wall builder
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.
You mean a waypoint preview?
Can you be a little bit more specific? Let's narrow it down to objects, units, vehicles, logic etc.
How do i add an arsenal crate
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.
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.
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.
@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
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
Unfortunately our addon is focused on editor mission making. Does sound like an interesting concept though.
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?
@lost peak No issues here
I've had it before
Really annoying
Lost 3 hours of work because of it - seems like it occurs after time though
Sounds about right
I've had the editor crash on me due to me leaving it open for ~5+ hours
At this point, with the amount of time I've spent in the editor, anything is possible...
heh @plain gale you still have a lot to learn, Editor Padawan π
alright alright I concede lol, but it certainly feels like a long time
@prisma oyster Maybe I just treat it better π
I will admit I have done stuff to the editor that has legitimately made me for the health of my CPU/GPU
We have all done that.
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!
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
Tsk, that's too bad. This volcano had a perfect atmosphere to set up an anti-zombie fortress π¦
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?
errr, yes, they are top side up
@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.
I'll check CBA, thanks!
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
@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
So ACEX module is not needed? Only the logic Headless Client? Looking at this short clip https://youtu.be/C6IWrx_92Iw?t=2 @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.
Acex stuff is being setup in CBA settings
^
question: is there a way to change independents aggro with a trigger? like go from not shooting bluefor to attatcking bluefor?
There should be.
Using script commands at least.
That should do ya proper.
@gloomy grove just in case
so if I'm reading that correctly I have to run it so both sides have their statuses switched rather than just one?
I would assume so yes. Just make sure you test this on dedicated just in case.
@gloomy grove yes, else one will be friendly whereas the other is about to tear it a new one :3
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
setPos the player in onPlayerRespawn.sqf.
Appreciate it
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
You don't need anything. Just save the mission unbinarized.
onPlayerRespawn.sqf is an event script. https://community.bistudio.com/wiki/Event_Scripts
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!
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
Yeah I'm trying to narrow down which PBO specific buildings are in to try and cut down on a modpack
Yeah that's something you can do simply by using depbo or something similar.
Yeah I thought there was a way to do it through the editor instead of depboing every pbo
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
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?
Place the vehicles in editor. Select them, right click. Log > Copy classes to clipboard
Or something like that, I don't remember exact names.
@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 π
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.
What exactly?
I need to know how to make a squad of four units disembark from a boat after reaching a certain point.
@plain gale
Any ideas? I'm at a loss.
unassignVehicle @wide bane?
Thanks.
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.
I think that's done via the support system http://sandbox.darrenbrant.com/arma/how-to-setup-armas-built-in-support-system
Thank you very much.
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.
what have you done to add Zeus
yeah, spam protection
'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
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
what happens if you do the zeus the old fashioned way
just to test
does it still work
wha
what is the old fashoned way
oof
not even a link
dm it to me, I have dms open
wait
oh
hehe
ok
that was meant to be a test to see if it was the zeus thing messing up
great
I figured out what I was doing wrong.
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?
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.
@cloud sparrow thank you for your response man, is there anyone in KP I can pay to make a sign for our server?
We don't do services like that, sorry.
thank you anyway dude!
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.
https://community.bistudio.com/wiki/Conversations @little lantern
or
https://community.bistudio.com/wiki/groupRadiohttps://community.bistudio.com/wiki/sideRadio
for starters
!purgeban @dim kindle 7d spamming
*fires them railguns at @edgy herald* Γ_Γ
Survived full 1:58 minutes on this discord, must be a record
Is there a way to add a timed supply drop with random weapons and gear on a map?
Not without a bit of scripting I believe
Doesn't matter, I can script a little I guess
This probably sounds dumb, but is it possible to spawn the static ships with turrets already in place?
no
with scripts
yes
@grizzled sand for future you can always post a link to your pictures
π€ π€ π€ π€
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?
yes, your config needs to list all units in pbopatches units[] attribute
(or in vehicles, if vehicles)
uhhh...
ok, so currently my cfgpatches is this:
class unit_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};```
yup, you have to add all classnames of all units you add in your pbo into units[]
ooohhhh
so every individual soldier 'class' name needs to go up in the units section in between the {}
if im understanding you correctly
yes
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
that one has it as well, though I wont help you with a shortcut as I don't have it installed
{"classname1", "classname2"};
outstanding! it worked. Thank you!
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
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?
@glass raven two things tthat come to mind are
- wrong pbo dependencies
- 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)
That should work, thanks @nimble trail
i dont have any of those commands @nimble trail
what's a PBO?
in terms of ARMA?
@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
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
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
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?
@glass raven your config files all have same cfgpatches class?
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....
No what are the classes called?
On which line?
There's class cfgpatches and inside that class youraddonwhateveryoucallitpreferablynameofPBO
Gotcha
That class needs to be unique
Thats probably whats doing it then
Im not at home to modify it but ill test as soon as i can
If in doubt check out some vanilla configs for their cfgpatches class naming
Roger
How to make CT_STRUCTURED_TEXT add scrollbar when filling?
It worked @vestal perch @nimble trail thanks!
Not sure if this is the correct channel but can someone give me tldr on how to add vehicles to my mission from letβs say RHS or just any other mod
you open the mission in the editor, delete old vehicle, add new vehicle
Β―_(γ)_/Β―
@last aurora so basically when I load the mod itβll show up in the editor your saying?
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
It Is my mission, as Iβve said. I know Iβve had RHS loaded and used plenty of times, and Iβm aware that it is a mod. Just wasnβt sure about how to place on the map in the editor and Iβm not at my pc to test at the moment so I wanted ask how itβs done before I started.
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.
I believe there's an AI damage co-efficient in ACE3, but I don't think it's possible to increase their overall health.
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.
Is there a way to make a tank turret face a certain direction in editor?
tank animateSource ["MainTurret", rad 0, true];
change 0 to direction, relative to vehicle
so uh not really only with script
Thanks!
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
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
@thorny sinew a one-time trigger that would hideObject or delete eden-placed objects in a certain radius yup
Or, just check if one exists. Then you have the rest based on the one object
@primal siren To get a scrollbar you need to place the structuredtext control inside a controls group.
woops wrong chat
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
@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 β you should also think about the mission's duration
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
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)
sounds great, thank you!
Any idea how to make ai jet follow close to lead jet or formation on editor mode A3?
@rose geyser not really, unless you use unitPlay function
Is there a way to get the spectrum device from the sandbox trailer in the editor?
it's not in game yet afaik
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
Script it
how do I make an AI wingman that flies with you in formation
@little lantern just put another plane at least 20m above the ground, they will follow you
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
@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
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
@prisma oyster Using setTerrainGrid that way is not a good idea. Changing this might result in a lag.
the effect is local? a switch between 50 and 25 shouldn't affect the client a lot
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.
50 removes grass, 25 doesn't
that or leave the grass cutters there actually
or attach them to the player when in the base :^)
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
script-spawn grass cutter on the whole airport, should be fine
you talking about using a trigger to spawn a grass cutter?
no, just create the grass cutter by script, end of story
no need to despawn-respawn it
yeah...except im not sure how to do that π¦
let me help π which airport?
oh thank you π
CUP Maps - Bukovina @prisma oyster the grasslands between the main tarmac
for your reference π
XD thank you
@glass raven iiit actually completely kills the performance; I went from 85 to⦠6 FPS ^^"
setTerrainGrid brings a tiny stutter, which you may make imperceptible if you tie it to "is player in a vehicle"
guess i should just leave it alone XD
gotcha
so....better idea to just leave stuff be?
is it really a big stuff to your mission?
@glass raven for the record it took ~5445 "Land_ClutterCutter_large_F" to cover the airport :p
Only? Wow
inner width = 280m, inner length = 1400m
Land_ClutterCutter_large_F has a diameter of ~8.5m⦠boom
I wish there was a module of which we could simply change the size in the editor and it would remove all the grass.
hideObject π
does that work?
not on grass unfortunately. Also I meant the hide object terrain module.
nay not grass
let's hope so
π
Maybe the old man project is just an old war vet mowing his lawn, you never know
ill play with it and see what happens
did it have a big impact on server performance @prisma oyster ?
oh god π¦
a drop THAT huge in single player? that's odd...you'd figure less grass means fewer resources taken from the GPU or processor...
why do you need to remove it?
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
@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
you might be able to delete them - i cant remember if the grass reappears after the cutter is gone
i do wonder ifi t resets if you go away and come back or something tho
How does it work for JIP?
that I have no idea
The question is how can 5000 grass cutter objects have such an impact on the performance
They are not even visible.
Β―_(γ)_/Β―
it's a 3D model after all
bad news: it only applies to visible grass at the time x(
grass behind you: nope
grass further away from usual grass distance: nope
dang, false hope on this one
Have you tried turning it into a simple object?
ah true, nope!
oh but wait, CUP adds bigger grasscutter too
buuut it doesn't work fully? Oo
79 FPS β 61 FPS, with normal objects
better.
Almost none to no performance impact
@glass raven , we got it
Thanks to @plain gale , @runic cloud , CUP and SimpleObjects!
1767 Γ ~20m diameter clutter object
no performance hit with simple ?
interesting, good to know
i mean it makes sense those cutters aren't ANYTHING they're just like a geo lod IIRC
and created with createVehicle they give you hell, yeah strange.
@prisma oyster Glad you got it working now.
Maybe something for Mission Optimisation?
β¦yes π
- 20 FPS with vanilla cutter, almost none if any with the CUP cutter
also, editor-placed cutters are not placed as simple objects! β
maybe someone from BI has a reason for this
alrighty. ill give it a shot
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!!
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??)
shoot sorry didnt realise thats such an essay
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
If someone in your dedicated server doesnβt 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?
Ah ok
Any tips on creating a very interesting mission? I am struggling to think of a mission that would be very cool.
All of my ideas seem too generic.
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