#arma3_editor

1 messages · Page 32 of 1

bright tulip
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I would say think of some sorta story and work with that, even if its seems generic, one think i know from doing this is other games is the more lore you put into it, the more interesting a normally generic task would then seem

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like for me CSAT are setting themselves up on malden, as a CRTG squad working with NATO we're kicking them out before they settle down and finding out what they are after, as you start doing different tasks after taking the airport for your first mainland base, I'll have a few things that you pick up when doing other missions, like intel or captives, and let the story unravel from there

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thinking something like a secret research base hidden away that you first have to learn of its existence, hence intel, then find location, from the captive mission, but only if you got the intel first, then go and blow it to smithereens

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i do hope someone scrolls up so they see my query regarding making this mission

bright tulip
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_val = if (true) then [ { "false" }, { "true" } ]; Can I use this, using the task completion as the value, on the opfor base area to turn it off when the "task complete" is set to true?

plain gale
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if (true) ?!?!

bright tulip
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huh?

bright tulip
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not entirely helpful, I already have it output a true signal to trigger the task completion, but i need false to disable the OPFOR base module, this is vs AI so I'm using the base modules to populate the areas

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but i cant use a true and a false output on the same sector module as that would cause issues

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... why is the biggest CTRG unit on the site supposedly for north Americans only? Pretty sure the CTRG is British, as a Brit, I find it highly offensive

prisma oyster
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¯_(ツ)_/¯

bright tulip
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well, lets go see if i can make this variable flipped, and make the props static, or whatever it was that was said before i joined

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simple objects, that was it

little lantern
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@bright tulip interesting

little lantern
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player in (crew (vehicle this));
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why does this return true even though my player isnt in the vehicle yet

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the AI driver is the group leader

sinful zenith
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what is "this" ?

little lantern
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group leader

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so as the group leader is already in the vehicle to begin with, the vehicle then becomes the car

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but the player has not yet entered the car and its returning true

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so the car just drives off without it

mighty aspen
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vehicle _unit will return _unit if not in a vehicle

sinful zenith
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yeah but "this" is not player

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I thought that too

mighty aspen
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I assume he meant a unit by group leader

sinful zenith
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yes

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but if "vehicle unit" would return the unit

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how would the player get inside that unit

prisma oyster
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👀

little lantern
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I managed to achieve the same thing by using a trigger instead.

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I used the same code.

prisma oyster
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so in could mean in group? 🤔

sinful zenith
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crew player doesn't return group members I hope?

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OH

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If used on a unit (man, module, etc.) it will return an array containing that unit.

so..
vehicle this returns this, because it's not in a vehicle.
crew then returns [this] because it's not a vehicle.
but for in to work, this must be == player?

bright tulip
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I ahve a question

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trying to make a bluefor base module activate only after the first task is complete, with its condition (right at the bottom) set to false to start, so it doesnt spawn blu and op at the same time, then i am using the following code to turn it on, will this work?
VV_tsk1_comp = if (true) then [ { "true" }, { "false" } ];

prisma oyster
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@bright tulip is it the same question as above?

bright tulip
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i think its void now, as that was not actually the line that was complaining on startup

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waht was complaining is almost the same line, except it was actually on the sector, was trying to use a similar line for if task true deletevehicle this, which would from what I read delete the capturable sector, making it under blu control for the rest of the mission...
I am now trying it with this: OnOwnerChange then ["deletevehicle this"];

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just about to run it again and see if that moans on startup, and if not, then try to take the airport and actually see it change, the fun part after that learning post process so i can transition thru time, and making things appear (like heli's and troops) during this transition

bright tulip
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Is there something to provide a black screen transition? I want it to fade to black, skip time forwards, then return to normal view at the new base, (with things spawned in transition)

bright tulip
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gotta fix my trigger issue first, right now im trying to get the time to skip only after competing the task, however the if/else doesnt work, true and false both cause the timeskip module to fire, took it out for the moment, if i cant get the fade effect working then its a mute point, i refuse to literally watch time fly forwards

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fadeeffect looks perfect, but how do i make a timer for this? I would need this to trigger fade in, then a wait (trigger?), then another to fade out

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is it just me or does it seem fade only works on spawn or mission end? from what im reading it seems like i might not be able to use this part way into a mission

plain gale
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theres another function which does that. Let me see if find it

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There you go [5,false,true] call bis_fnc_setDate

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Does fade effect and skip time all at once.

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And it works in MP

bright tulip
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Thats awesome
im debating if i should add some dependencies to this mission aside from Apex, perhaps use MCC or an AI mod that will give me more versatility... I know mcc does a lot of precoded things, and theres gotta be an AI mod to help populate a town or 2 right? I'm hampered by the site module only populating military buildings

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oh sorry, hah, where to I put that line? on a trigger right?

plain gale
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You could use the Civilian Precence Module if you wanna add some civs to towns.

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Put it in a trigger and tick the checkbox to only evaluate the trigger on the server.

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But then use [5,true,true] call bis_fnc_setDate for global execution. You are creating a multiplayer mission aren't you?

bright tulip
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yes

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can i hook this trigger to fire upon the completion of the task

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and is the 5 the number of hours skipped?... tell me where you find this and i can just bookworm it tonight XD

prisma oyster
ocean blaze
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hi i created nuw gui (player menu design) with arma 3 gui editör bu i have a problem
my screen size 1920x1080 but different players screen 1280x720 1160x513 etc. etc.

my problem player menu Under 1920 pixels appearance is distorted

i have worked with "safezone"

plain gale
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What do your x,y,w and h definitions look like?

ocean blaze
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@plain gale

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this

plain gale
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The definitions look fine.

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The issue is that safezoneW + safeZoneX scales with resolution and therefore changes changes the aspect ration of the UI to fit the aspect ratio of the monitor.

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You can either change the UI Layout to work with different aspect ratios or use GUI GRID

little lantern
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Is there a way for multiple people to work on a mission other than sending the file back and forth?

prisma oyster
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@little lantern git repository

prisma oyster
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@little lantern also, you can all work on different item placements then merge the missions together with Eden

little lantern
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Okay thanks

sinful zenith
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git repo doesn't really work

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you'll constantly have merge conflicts and it's basically unusable. I tried.
If you could however make some intermediary format that can be merged well 🤔

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let's just make a mission.sqm to yaml converter :U.. actually.. that sounds quite easy 🤔

prisma oyster
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I mean, git repository script-wise

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for the sqm, Eden merge and that's about it

dim kindle
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Because we mostly use MCC we use template missions, so every terrain gets a mission with parameters and certain slots for west/east/resistance. We then build it using currentlly a bat file and armake. There is a lot of repetition between the missions and ideally I want to improve the speed at which another template can be added. So what I have is a build tool that can do token replacement and a bit of maths so we can set a "centre" for the troops and I am slowly working on the existing niggles. I mention because I think potentially a lot of other communities could do with a similar approach. It has converted missions into a entirely source control thing for us and now killing duplicate lines is where we are trying to head. I don't have a full solution yet but it is another way to think about the problem.

sinful zenith
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might aswell do #include in mission.sqm, and let it binarize at buildtime?
Instead of some custom token replacement tool?

dim kindle
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The problem is they are all different, each terrain the units should be placed at a different location. So there is an amount of config replacement that has to happen to generate the right numbers. Since each unit is effectively an offset from that location we do a bunch of replacements. I do like the idea however of reducing it down to an include because then it removes the repeating of the units we have currently.

warped briar
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Is it possible to add full CNBR gear to the loadout in editor... can't seem to find the helmet/face parts?

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(with Contact that is)

eager hull
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maybe nvg?
havn't got the chance to try the dlc yet

dim kindle
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Hi, did someone know what to put in the trigger conditions, when the player is landing on the ground after an parachute jump?

prisma oyster
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isTouchingGround player```
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@dim kindle

mighty aspen
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TIL about isTouchingGround... I uh.... Need to go refactor some code....

lyric wasp
loud wind
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As far as I know.

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When you go into a unit's properties in EDEN with ACE, you should be able to tick the 'Equip with FRIES' box under one of the ACE settings.

hardy violet
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Did the Combat Patrol Module get updated? I noticed that the new map has you playing as Opfor instead of Bluefor

dim kindle
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@prisma oyster Thanks!

sudden gazelle
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got a problem, so for some reason when i try to click or open the config viewer it just does nothing, it wont open for some reason. any possible reason or fix? basically i click it, and nothing happens.

prisma oyster
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Mods? @sudden gazelle

sudden gazelle
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a lot.... ive learned its a mod problem, but i have no idea which of the 30 or so mods it is, maybe you can tell me.

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hold up, im having trouble sending my mod list

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ok i cant send anything in this channel for some reason

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@prisma oyster

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i guess ill pm it to you

prisma oyster
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disabled them all, enable them one by one, see which one does it

sudden gazelle
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worried id have to do that

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oh well

prisma oyster
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it's hard to tell, I don't know all mods nor their effects/interactions

sudden gazelle
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gotcha

dreamy raptor
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can't do it without making an addon to change the config

tribal hound
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hey all

lime dust
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i need a way of making AI share info with each other without grouping them

humble forge
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There is reveal with the alternate syntax; however, last I tested that it was still broken.

wintry saffron
prisma oyster
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@wintry saffron your mission directory seems to have been copied (a.k.a mymission.Malden (1))

wintry saffron
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how do I solve it?

prisma oyster
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rename Malden (1)Malden

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the game uses the part after the last dot as the island name

wintry saffron
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okay thank you

wraith wasp
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Im fairly new to Arma coding, how do you make an array

daring siren
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[]
wraith wasp
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?

daring siren
wraith wasp
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I tried that

daring siren
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?

wraith wasp
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private _myArray = ["sim_0", "sim_1", "sim_2",(so on so fourth till 25)];

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That doesnt work

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gives me a "Generic Error"

daring siren
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Then you made an error, without setting the code, I can't really help.

wraith wasp
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Gimmie a sec, Ill pull it up

daring siren
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Also this probably makes more sense to go in #arma3_scripting and I see you cross-posted here.

wraith wasp
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Ill switch to there then

nimble trail
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hmm... a weird thing I ran into:

  1. I have a script that I'm running on a unit when a waypoint is complete (using onActivation field). The script is ran with [this] execVM "myawesomescript.sqf" command.
  2. It works with no issues in SP
  3. When trying to run in MP mode of the editor, the script does not run at all

I tried to make a test case, and it looks as if this of waypoints onActivation is undefined on multiplayer. Is that a thing?

brazen grail
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Where you put your script file?

vapid pewter
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I was messing around in the eden editor and for some reason when I drop in a soldier or a tank or something they always look the same. For example if I spawn in a middle eastern militia bomber, if I spawn multiple they all look the same. It also happens to just the vanilla civilians too.

nimble trail
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@brazen grail main mission folder. the script executes, it just exits because of first parameter being null

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I moved the code to a trigger that watches a variable that I set in the waypoint, and now it works

little lantern
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How do I make a respawn point just like the Arma 3 default missions?

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It lets you spawn as an existing unit only

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it doesn't just take your character and respawn it

prisma oyster
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@little lantern in the mission attributes, respawn on custom location, and make a respawn_west marker - you're good!

little lantern
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I’m aware of that method thanks, but I’m talking about how the default missions let you take the role of an existing AI unit when you die

prisma oyster
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Ah, it's the group (or side) respawn type @little lantern

drowsy stream
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Could anyone please link me any in-depth editor article tutorial from the basic stuff to the complex stuff? I don't really wanna watch youtube videos as most of them are not really helpful but rather confusing

prisma oyster
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@drowsy stream you want the article that will explain everything to you? 😮

drowsy stream
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not one

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i meant like articles that maybe have been written by BI themselves?

dreamy raptor
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BI don't really write much in-depth documentation

sinful zenith
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they do, but internal only

plain gale
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@drowsy stream Do the in-editor tutorials.

worldly kraken
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Hi guys, I have a question:
Does ACEX Headless can transfer ownership of AI from Zeus's Machine to HC ?

kind prism
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Yes

lime dust
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so

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i'm running a script from here (the latest post)

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and it seems that revealing units only works once for the map view, i.e. after the first reveal, any consequent reveals don't actually update the info on the map, like units positions remain the same despite them moving

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idk if AI units get the same problem (not receiving updates after the 1st reveal) or just player, or it's only the map view's issue

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nvm, fixed it

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added this before 'reveal target':
allUnits apply {_group forgetTarget _x};

whole nexus
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Dumb question, but if I have Aries installed, do the people playing the game also need it if they aren't Zeus?

nimble trail
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Nope

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Unless you use ares stuff in your mission. But Zeus stuff only requires Zeus to have it

whole nexus
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Awesome, thank you!

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So I tried play testing my mission and got this (I'm stuck)

prisma oyster
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@whole nexus you have to add a "player" unit somewhere

whole nexus
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So I did that, and with that it works, but then all the rest of the "spawn points" are AI even though I went into the multiplayer settings and said no AI

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Hmmm it says Play in SinglePlayer...

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Okay, thanks I'll try figuring this out

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You've helped a lot and I don't want to keep bothering you

prisma oyster
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@whole nexus there's not just me in this channel, and I only reply when I want to, don't worry 😉

nimble trail
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if you want to play as zeus:

  1. F5 -> logic -> zeus -> zeus
  2. make it a player
  3. sync it to game master module
bright meteor
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Since its impossible to search in here I need help, so I made a shooting range on a map. found the pbo file (which is only one file) on my pc and sent it to a friend to help build BUT he cant see it in the eden editor - how do we fix it

kind prism
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Editor opens mission_name.map_name folders in your profile, not pbos. Zip up your mission folder and send that to him if you want to edit the mission.

bright meteor
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cant find any mission folders only the pbo with the name - have i done anything wrong? I exported it

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its just some buildings and armour

bright meteor
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thanks

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so now I ziped the folder to him

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we are both noobs when it comes to share files

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*missions

kind prism
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He needs to put it in the same place on his computer, in his profile folder.

bright meteor
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so unzip in the mission folder

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is that correct

kind prism
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It should end up at the at the same place, just with your profile name switched with his.

bright meteor
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ok

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thanks

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this is frustrating lol

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but its arma, nothing is simpel

atomic scarab
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Hi, is there anyone here who can help with trouble I am having in the editor?

prisma oyster
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don't crosspost!!

j/k 😄
What is your issue 🙂

atomic scarab
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lol, I am new to Arma editing so there may be something I am missing, but I am trying to make a door be open at the start of the game and I followed this recommendation:

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" n the Editor, go to Modules (F5).

Click Object Modifiers.

Choose Open/Close Doors.

Place it near the door you wish to open.

Double click the placed Module.

Set the Variable name, for example: myOpenDoor

Inside the Init box write: myOpenDoor = true;

Last thing to do is set the Radius, if it's for one door only and the module is placed near the door, set it to around 5.
"

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but it does not work for me, am I missing something?

prisma oyster
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Place the module on a house, then edit the module to show the list of doors and how to edit their state

atomic scarab
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Ok ill give that a try, thanks for your help

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ok so that worked for home doors, but I was trying to open the doors on the CUP LHD wasp, I placed the module on the wasp marker but it did not do the same as the house, any ideas?

prisma oyster
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wasp?

atomic scarab
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its a vehicle with CUP mod, its a helicopter carrier/deck

prisma oyster
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oh, then maybe it is not "compatible" with this module, that IDK

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that, or it is constituted of multiple parts and this module won't work

atomic scarab
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was hoping there was another way but o well, thanks anyway though!

prisma oyster
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script could do, maybe

silver dune
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Was the module on the right bit of the Wasp... It is made up of several sections...

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iirc

atomic scarab
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yea, gave it a try and nothing

silver dune
lean adder
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hey can anyone tell me how to make all items editable for zeus?

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i'm trying to update a mission file from a few months ago but just loading then saving it keeps all items from being controlled by the zeus players

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nothing in the markers column

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i think there used to be a checkbox for it but i cant remember

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something like curatorModule addCuratorEditableObjects [[all],true ]; or whatnot?

bronze peak
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You mean, you place items in Eden and they can't be manipulated in Zeus?

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Most people add Achilles to their mod lineup because of this. I don't even think Achilles is serverside.

broken inlet
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^ Achilles is serverside iirc

bronze peak
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Hmm. Ok, not sure about that, but if the Zeus has Achilles, the other players don't need it.

broken inlet
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Ye

long gate
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What do you usually prefer creating your missions and loadouts with: CUP or RHS?

bronze peak
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RHS all the way. Much higher quality than CUP, IMHO.

lean adder
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the other way around @bronze peak make allI items something can manipulate through zeus

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I had a custom warlords map with a zeus for each side for shits and giggles, and they could manipulate everything there. preplaced, called in, players, etc

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then i tried to update it and now even loading then saving removes that ability

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I just want to make it so zeus can use everything without having to use extra commands i know there was an optioon for that

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I think it was a checkbox?

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Something like make all editable objects?

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I tried the achilles thing but thats not what i'm looking for it only adds stuff thats there just then

bronze peak
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Sorry man, I meant CAN. A combination case of brainfart and fat fingers.

eager hull
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anyone knows how the new transfer switch from contact works

prisma oyster
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Transfer switch?

eager hull
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@prisma oyster

bronze peak
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It's an item paired with an addAction command and a script in the campaign itself.

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Much like the EMSPEC, it has no utility value outside the campaign unless you do a lot of scripting.

eager hull
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yeah just noticed, seems like that little menu is just to edit its appearance

grave pier
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I'm trying to do a 1 man v army and have to hold out until reinforcements with only a UAV but I can see and connect to friendly drones across the map anyone know how to stop this or make is vicinity base

lean adder
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Pretty sure outside of the way the contact campaign handles it, drone range is mapwide

alpine solar
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hello, can anyone help me out with some animations, ive tried everything to get "acts_dance_01" to work, just puts the ai/player in prone.

alpine solar
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anyone up for the challenge?

bronze peak
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switchMove?

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playMove?

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Animation name pulled out of AnimViewer?

alpine solar
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yes

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yes

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yes

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i watched a 30mins video to check everything, its been bugging me since this morning

plain gale
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What is not Working?

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Use switch move

prisma oyster
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@plain gale for a reason I ignore, this animation hardly works on player.
on a stopped unit yes, otherwise the unit lies down for apparently no reason

plain gale
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There are two dance moves and they work for AI

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Not tested for players

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I'll check again when I am at my pc

prisma oyster
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aren't you always on your PC? shaaame 🔔

plain gale
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Nope

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😁

alpine solar
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Okay just checked again on AI, same problem, he goes prone

plain gale
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Have you disabledAI "ANIM" ?

alpine solar
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Yes I have

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Upon many other things

plain gale
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Weird

alpine solar
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Let me try reinstall Arma

plain gale
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Nah

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That won't solve it

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Can you give me the animation name

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?

alpine solar
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"Acts_Dance_01"

plain gale
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test switchMove "Acts_Dance_01";```
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That works

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Replace test with your unit's var name.

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I see. It doesn't seem to work for player units

alpine solar
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absolutely wonderful, working like a charm

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Big Thanks!!!

prisma oyster
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is there any specific reason for… one mission in VR doesn't display the objects I place like hideObject, but units and vehicles are ok?

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VR Blocks, for instance, are invisible.

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…only in one directory. VERY weird. investigating…

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gone, but IDK what made this.

plain gale
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It's called magic, and it's an important part of Arma 3

crisp spruce
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Hi, not sure if this is the right place but Im trying to use some workshop assets in Eden, I run the game with the mods, go into the editor, props, sort by mods and nothing is showing up. Havent messed around with modded assets before so this is new to me

plain gale
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What assets?

bronze peak
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Uh, try clicking the little arrow next to the search function in the asset browser (right list in Eden) and see if there is a mod in that filter list.

crisp spruce
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Yeah there is but nothing there

plain gale
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@crisp spruce What kind of assets is that mod supposed to add? Are you sure it's in the props category

crisp spruce
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Should just be buildings

vestal perch
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Perhaps they are only for terrain use and not meant to be placed on missions.

vapid rapids
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Having fun playing with the editor for the first time. Checking out the high command feature. What I'm wondering is if it's possible to do a chain of high command so that a company commander can command multiple platoons, and a platoon commander can command multiple squads, etc.?

broken inlet
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I think you can do that using animations @dim kindle

broken inlet
dim kindle
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Hey guys, i have a question about EDEN. How do i create a respawn position ** inside ** of a vehicle ( Im doing a convoy MP mission and a respawn inside of a vehicle is necessary )

prisma oyster
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@dim kindle by script

dim kindle
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and what script is that? :v

prisma oyster
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a script that would place unit in a vehicle, on said unit respawn :3

cloud sparrow
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If you are using BI respawn you can link respawn position module to vehicle.

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Or add respawn position via respective function. Just use vehicle as target.

prisma oyster
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@cloud sparrow ooooooh, didn't know that one

cloud sparrow
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You can also add groups as respawn target.

dim kindle
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@cloud sparrow link it how

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i tried "sync to" and "set trigger owner"

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and both of those didnt work

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@prisma oyster and what does that script look like 😴

prisma oyster
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@dim kindle you were talking about sync'ing with veteran29 😴

dim kindle
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?

prisma oyster
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it looks a bit like addMissionEventHandler "EntityRespawned" something

dim kindle
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....

prisma oyster
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.

dim kindle
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anyone else who doesn't want to be "clever" that can answer my question?

prisma oyster
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@dim kindle don't 😴 me next time 😉

dim kindle
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whatever buddy

last aurora
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🤔

cloud sparrow
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🤔

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you just sync respawn position module to vehicles and it should work if you're using respawn menu template.

dim kindle
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@cloud sparrow i did try that and it said "respawn unavailable" i'll try playing around with it some more i guess

cloud sparrow
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Most likely you've not selected respawn side in respawn position module.

bronze peak
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Brave man for trying though. I never got it to work. Still using the old marker and type 3 respawn.

broken inlet
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I thought thats the normal way of doing it heh

vestal perch
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Yes but may need quite a bit of work

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You should be able to use addaction on them

vestal perch
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and then you need to figure out what other commands you need to combine to achieve the effects you want

broken inlet
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How do I disable the 3den interface moving with the objects I've selected notlikemeow

prisma oyster
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unselect the camera in the map view 😄

broken inlet
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blobheart @prisma oyster

bronze peak
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Gentlemen, any of you have any pointers how to make prerendered cutscenes play in the game?

daring siren
bronze peak
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I'd say I love you, but that would imply stuff, so just thanks.

daring siren
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Don't worry, I love you. 💙

bronze peak
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I was turning up brainfarts as for the name (and too stupid to look at the function viewer, because I have the game open just for laughs, I guess)

daring siren
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Yeah, it a scripting function too, so that makes it a bit messier to search.

tender nest
#

I have an image in a folder that im trying to display using the Ace Slideshow module, but when i load in to the game it says that the picture isn't found even though it's right there and I triple checked the spelling

prisma oyster
#

and the dimensions? @tender nest

tender nest
#

@prisma oyster 1024x512

prisma oyster
#

well 😐

tender nest
#

I'm trying to find other people with same issue but no posts have been made

#

FIXED IT
Just had to save mission into my mpmissions folder and it suddenly started to work

rigid bane
#

yesterday I asked what is an acceptable loss of performance for a mission compared to an empty scenario. I said "5 fps" but of course it's relative to the current frame rate. 5 fps at 30 is different than 5 fps at 60. So, as a percent of average FPS, what is the acceptable/expected loss of performance in a mission versus an empty scenario?

For the record I got 5 down to 2-3.

last aurora
#

Acceptable is what your players tell you. Some are fine if they drop from 40ish to low 30s, others Start ranting if they drop half a frame

rigid bane
#

thanks @last aurora

pastel valve
#

so why can i select multiple objects with holding CTRL or SHIFT and singleclick the objects, but when i select multiple objects with holding CTRL or SHIFT and selecting the objects by dragging the mouse around the objects, it excludes my previous selected objects?

bronze peak
#

I think it's because ArmA sees the click that is at the beginning of the hold as... a click.

#

Best I can come up with.

#

Hey, pretend it's a feature, because otherwise, may God help your soul.

pastel valve
#

just arma things

bronze peak
#

Yup.

prisma oyster
#

try maybe Ctrl+click then drag

pastel valve
#

still excluding the previous selection

spiral oasis
#

hey, im a newbie when it comes to the editor, and id like to make a 10 - 15 minute short mission for me and a friend to play with. There are many questions i would like to ask, and probably many more ill come up with as i go with this, and im hoping to find someone willing to help me out a little :)

vestal perch
#

You can drop questions here or at #arma3_scenario. Quite often someone comes up with a solution

spiral oasis
#

awesome, thanks :)

spiral oasis
#

so what i want is a mission like "spawn here", have briefing, "go to this area, find enemy vehicle and blow it up", go there to exctract, "end"

#

no idea how to do that, but i placed all the enemies and vehicles down

solemn zenith
#

trying to get a jet (cas) to spawn in with its engines off have tried aircraft engineOn false; in init but doesnt seem to work. Is it cause the pilot is in it or am i just doing it wrong

rigid bane
#

yeah

#

setfuel 0; I think

#

then top it up when it's go time

solemn zenith
#

wogz you are amazing thanks for the help again 🙂

rigid bane
#

any time bro!

plain gale
#

@spiral oasis You can create tasks by using the task modules inthe ditor

tropic vault
#

Does anyone know how to start a keyframe with trigger?
Or just start it in delay

fallow marlin
#

Hey guys, I may have a dumb question, but if anyone can tell me that would be amazing!

So I have a couple of units set in to be roles, I have stripped them of all things in 3den, no issue there. But when me and my guys load into these roles, they magically decide to get a loadout, how do I disable this "automatic loadout"?

Cheers

bronze peak
#

Which respawn system you using?

fallow marlin
#

The module, Respawn point.

solemn zenith
#

How would i get the vehicle name for use in scripts by spawning them in the editor?

prisma oyster
#

@solemn zenith sorry, what?

solemn zenith
#

Sorry im not good at explaining what i mean

#

will try rephrase

broken inlet
#

Iirc you can right click on the vehicle and then one of the sub categories has "Copy class to clipboard"

prisma oyster
#

typeOf it is then 🙂

broken inlet
#

I dont think he means that he wants to get the classnames via a script

solemn zenith
#

Oh yeah that was it

broken inlet
#

Because of the " spawning them in the editor?" bit

solemn zenith
#

sorry for the confusing question but you got it thx you guys

broken inlet
#

Or am I wrong ameowpeek ?

solemn zenith
#

nah it was that

broken inlet
#

Oky blob_comfy

prisma oyster
#

I hesitated between the classname and the vehicle varname @solemn zenith 😉

solemn zenith
#

yeah sorry i really gotta learn to ask questions correctly

prisma oyster
#

np, we figured it out – don't try that at 3am, I don't promise anything 😄

broken inlet
#

If you ask Lou stuff at 3am you might get some really weird wiki pake links heh_r

solemn zenith
#

rip im just trying to modify duws for more vehicles but im prob just gonna break it

solemn zenith
#

ok last question for now i have the .pbo file where would i put this so i can host it lan with my brother?

kind prism
#

steamapps/common/Arma 3/MPMissions/
If you did Scenario > Publish to Multiplayer it should already be there.

solemn zenith
#

thank you 🙂

broken owl
#

Question - In arma, I have a OPFOR Vehicle, is there anyway I can move that OPFOR Vehicle from the OPFOR side to the BLUFOR Side? if yes how?

prisma oyster
#

Mod

broken owl
#

which mod would let you do that?

prisma oyster
#

IDK

bronze peak
#

Or remove crew in editor, add BLUFOR crew, done.

broken owl
#

Does that keep it blufor? I am setting up a MP Operation and we dont want opfor getting into the vehicle

#

Were a PMC using opfor vehicles - fighting opfor if that makes sense

prisma oyster
#

BLUFOR units are not forbidden to enter OPFOR vehicles

broken inlet
#

Or you can also just group the vehicle with a blufor unit

lavish robin
#

Why would opfor get into a vehicle? Are you telling them to or using VCOM that would make them occupy a vehicle?

You could lock the vehicle? Alternatively you could unassign the vehicle to everyone of a certain side, see unassignVehicle on wiki

bronze peak
#

That's true. Unless the AI is specifically told to enter by the Zeus, or there are AI behavior mods running, they won't do it.

livid whale
#

I have a bit of an odd issue I can't figure out. I can't get respawning to work on a new mission and I don't understand why. I don't think I'm doing anything differently to what I've done previously. Here's exactly what I've done: I open a new project, make a respawn position module, set it to BLUFOR, place a playable BLUFOR character, go to multiplayer attributes and set respawn to respawn on custom position, enable select respawn loadout and position, enable revive for all players. As far as I can tell this is exactly how my other missions are set up. But when I launch the mission in multiplayer I spawn in the corner of the map with no weapon.

broken inlet
#

@livid whale Check the description of the 'custom position' option

livid whale
#

Sorry I should have mentioned I did try with a respawn_west marker as well, didn't work. I don't have that on other missions where respawning works.

wanton patrol
#

Is there a mod or anything, that acts as a stationary camera and records from that angle like in real life lets say I place a CAM in my bedroom, garden etc.?

daring siren
#

You can place a camera and use a PIP display to see it

wanton patrol
#

@daring siren will I be able to record footage from there?

daring siren
#

You could display a different camera angle for sure. Sounds like having another player with splendid camera would be better though.

sinful zenith
#

record no

#

like the game itself cannot record

wanton patrol
#

Ok thank you

jaunty cloud
#

so im making a mission.sqm but when i save the mission, this module i have loaded resets its radius to 0. any way i can type in the .sqm file to keep its radius?

        {
            dataType="Logic";
            class PositionInfo
            {
                position[]={5036.4551,0.45949244,5099.6289};
            };
            id=278;
            type="ModuleAnimals2_F";
            atlOffset=-5.9604645e-008;
            class CustomAttributes```
vestal perch
#

@wanton patrol you can if you have another account that you use as camera view

#

likely would need to run on separate computer though

wanton patrol
#

Ok thank you @vestal perch

#

Haven't thought on that

plush bough
#

running into a problem I've never had before. just making a multiplayer scenario. When I start the mission in multiplayer its forcing a respawn on point rather than spawning them at the location I placed the player unit.

zenith sage
#

Is there a way to provide similar realtime- object updating found in the moderator/zeus relationship in public servers?

#

As in two zeus slots and when one places an object/asset it is automatically added to the other's curator

sinful zenith
#

yes

#

just need to call addCuratorObject on every placed object

zenith sage
#

Well I was asking how to do that

sinful zenith
#

You can add a curatorObjectPlaced eventhandler to the curator module using addEventHandler
I think that might fire serverside

#

then inside that call addCuratorObject on "allCurators"

zenith sage
#

Ah

#

Ok

#

I'll try that thanks

green karma
#

Hello, I'm new to the editor, I just want to know if it's worth investing time into

#

As in, is there a community to play missions?

autumn wasp
#

Hello new to editor, I am Kllrt 🙂
It's definitely worth to invest time to make missions!

dim kindle
#

Does anyone know if there's a mod out there that adds Tanoa roads to Editor? 😳

vestal perch
#

there are no tanoa roads for editor as far as I know

#

they are not made with objects

warped briar
#

mech greenfor inf and you get a gorgon? Gimme a break 🙄

fringe flax
#

break has been given.

warped briar
#

Okay I placed armored vehicles and forgot to unlock them. Should finally set some sensible defaults.

shrewd socket
#

Has anyone ever run into issues with AI and the get in waypoint?

#

It seems during combat they will keep going into their assigned vehicles and then shortly after get out

#

The group stays in aware behaviour throughout it all, but it seems to be tied to enemies further away, I haven't seen them doing it if there are no enemies

plucky vapor
#

You sure the vic isn't damaged to the point they bail out?

shrewd socket
#

Yeah, no damage at all

vestal perch
#

did you give them a hold waypoint after get in?

#

or did they have any other waypoints

#

because no waypoints == AI is free to do whatever he wants

#

and Id wager default squad behavior is to disembark and engage enemy

fair needle
#

I want to set a hostage in the special states but there is no option. what do i need to see it within the editor. is it a mod ?

prisma oyster
#

it is not a mod. it is the setCaptive command

fair needle
#

ahh okay thank you. 👍

kind prism
#

I believe Eden Enhanced provides a hostage checkbox. You'd first wanna find out exactly what it sets though.

shrewd socket
#

@vestal perch I tried giving them a hold waypoint, but that didn't fix it

shrewd socket
#

What does fix it is setUnloadInCombat, just have to manually keep track of whether it should be on or off I guess

clever monolith
#

is this a good area to ask Zeus related questions?

broken inlet
zenith sage
#

@sinful zenith i was talking to you earlier regarding the syncing of curators

#

given that i have 3 "Game Master" modules should i add that script on all 3

#
this addEventHandler ["CuratorObjectPlaced", {
    params ["_allCurators", "_entity"];
}];
#

this being the script

zenith sage
#

just tested doesnt work

#

i think my script is the problem

runic cloud
#

that script does nothing

sinful zenith
#

yes all 3

#

and yes that script does literally nothing

fair needle
#

little stuck here, adding an arsenal to a Merlin helicopter which all works fine. But once heli is destroyed i cant access arsenal anymore. anyone know a fix?

prisma oyster
#
_helicopter allowDamage false```
fair needle
#

👍

sinful zenith
#

!issuewarning @spiral oasis crossposting

winged raftBOT
#

Done.

tired quest
#

I am running a script to respawn killed AI on the SL in SP. In MP, the script is in effect + the AI respawn at the base respawn point so the squad members are multiplying when killed. How do I turn the vanilla respawn system off for the AI?

prisma oyster
#

@tired quest you can prevent your script from running with isMultiplayer check, or disable AIs with disableAI = 1 in Description.ext. You cannot, afaik, disable respawn only for some units (unless you delete them on respawn, but then it's not exactly and technically disabling - they should stop spawning after that though)

tired quest
#

Aha, thank you

distant shuttle
#

Good morning, I’m having troubles placing the military cargo platform, the one that came with Contact DLC, changing the supports altitude is no problem but I can’t place it down without undoing the process. Please help.

prisma oyster
#

without undoing the process
?

daring siren
#

Does it crash your game?

distant shuttle
#

I mean, once I change the legs, and try moving it around, it undoes the change, turning it back to the default model

daring siren
#

Sounds like you may need to Toggle Surface Snap.

#

If by default model you mean it jumps back to the normal height.

distant shuttle
#

Yes, that.

#

I tried it and worked. I feel so dumb for not seeing it before. Thanks

daring siren
#

No problem. Gotta learn somehow!

dim kindle
#

is there a way to create an AI-recognized airstrip?

#

because I'm trying to set up a scenario on united sahrani and I can't get two planes to take off from different locations

prisma oyster
#

I think since Jets DLC if you create a "DynamicAirport_01_F" it can work

#

worth the try @dim kindle

#

well, tried and it's a negative.

broken inlet
#

Mh I know the aircraft carrier has a dynamic airstrip, you might be able to find a way to looking at that

dim kindle
#

wtf? somehow I got a plane to take off on its own in one of my scenarios, but now I can't get any of them to

bronze peak
#

Gentlemen, is there a way to switch the editor to, instead of height over terrain, display height MSL?

prisma oyster
#

You mean ASL? afaik, not in vanilla

bronze peak
#

ASL.

#

Yeah.

#

Just being an idiot.

#

I wish I could, would make my job creating something resembling a tide breaker easy.

#

Right now I'm thinking (damn place is 50m deep at the deep end, turning Antigua on Sahrani into a military base) just use vanilla pier blocks and HUGE mossy rocks, make it seem noice.

unborn tundra
#

Is it possible to make 3DEN show a dynamic module name in the Entities list for my custom module?
For instance: module is called "MyModule" and has a "Color" attribute which can be "Red" or "Green", and I want to make 3DEN list the modules of this type as "MyModule (Red)" or "MyModule (Green)" depending of the selected attribute value instead of just "MyModule"

keen magnet
#

this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}]
this gives vehicle infin ammo
how can I change it so it works on people
not vehicles?

runic cloud
#
this addEventHandler ["Fired",{(_this select 0) setAmmo [currentWeapon (_this select 0),9999];}]```
zenith sage
#

Is there a way to dynamically enable/disable a slot based on a parameter?

#

I'd like the option of a mod slot in a scenario but not unless the admin wants it

fading goblet
#

I guess you want a slot on the server which is only accessible by a mod or admin (based on param) and can't be used by others?

#

there are several ways to do this:

  1. kick people from the server when they join if total slots - "admin" slots are filled.
  2. kick people back to lobby when they pick a specific slot in the lobby (which are designated at "admin")
  3. ignore everything, and simply assign Zeus to all members who are allowed to (with SteamID's in Zeus module)
vital anvil
#

Hey, I'm having trouble getting playsound3d to play when triggered playSound3D ["sound\wehavethem.wav", speaker_1, false, getPos speaker_1]; This is what it currently is, I've also tried with a cfgsound, i've spent more than an hour looking up solutions but nothing seems to fix it.

sinful zenith
#

or the second last

vital anvil
#

bruh, wish i had scrolled down when i first looked at it

#

thanks

#

It's working, but the sound stops about 30 seconds though, is there a max length?

fading goblet
#

if I remember correctly there are some limits based on audio type (CfgSFX, CfgSounds, CfgMusic) and the sound quality (eg. 11025 Khz can be longer than 44100 Khz)

vital anvil
#

ah that makes sense, i had it on 44100 when i put the clip in audacity, ill just redo it

rare scarab
#

Is there a way to run code on objects specifically created in editor?

#

Without using a init eventhandler with {!is3den exitwith} in it

fading goblet
#

Init is triggered when an entity is created (including Eden)

#

you could use InitPost from CBA to execute code after the mission is loaded

#

although I'm not 100% sure it that is also including Eden (since it also loads the mission in some way)

rare scarab
#

Yeah, but I'd like to avoid using an init eventhandler because it isn't often that this function I'm creating will be used

#

Just one less thing to run every time a unit is created.

rare scarab
#

Meant to be used whenever a unit is placed

plain gale
#

Yeah, if that is what he means by "objects specifically created"

rare scarab
#
eh = add3DENEventHandler ["OnSelectionChange", { 
  
 {[_x] call TMF_assigngear_fnc_unitInit;} forEach get3DENSelected 'object';
}];
#

This seems to work

keen magnet
#

so idk whats wrong but the disableai autotarget worked last night

#

it isnt working.

#

I am using eden editor and i put the disableAI line onto an aa unit and hit ok and I get no errors. But the unit shoots down any heli I spawn.

urban heath
#

Give it a variable name like “AA_1” and make and init script in the mission folder and script that in

#

@keen magnet

wanton patrol
#

Is there a possibility to make smoke arty shell dangerous to infantary if not wearing gas masks?

prisma oyster
#

Yes - by script / No - I don't know any

silver dune
#

Epoch Mod has toxic gas and also working radiation suits/masks... May be worth checking that code

#

But all needs to be scripted

rigid bane
daring siren
#

You could do something like using the fired evh to track the projectile then spawning a loop to hurt players in the vicinity. That way it would only fire if it's in range of the player.

wanton patrol
#

@rigid bane I'll try the forum, thank you everyone

prisma oyster
#

use rice bag 😄

#

didn't expect this reaction but okay 😄

kind prism
#

Glorious Leader approves!

sinful zenith
#

but don't let it fall over!

novel orbit
#

So, I'm pretty good with Zeus and all (including some mods like achilles), but I'm completely lost eoth the whole object/task system in eden editor. I also would love some help with scripting as well. I have a pretty good map made, but I have no idea how to make the mission work for the most part. Honestly if I could just figure out how to add zeus in it wouldn't be as much of an issue. (I figured out how to make a zeus slot and all, but it just spawns you as this weird thing without the abillity of the console.
Any and all tips and tricks for beginners are greatly appreciated as well.
However I think I have the structure and unit placing down

plain gale
#

Maybe that helps

opaque shard
#

does anyone know if you can turn off the rain sounds on Chernarus Winter when you enable the rain? (It gets replaced with snow, but it still makes a very loud rain sound on vehicles)

last aurora
#

No, not possible at the moment. I still need to make Winter sounds
😒

opaque shard
#

aww man, any snow scripts you recommend?

sinful zenith
#

just snow fall effects you mean?

#

I use some probably 5 year old thing from BI Forum that I updated to Arma 3 standards... I commented on the authors BIF thread and improved his script.
But gosh I don't know how to find it 😄

#

//Snow blizzard script by JW
Thats a start 🤔

#

Or maybe it was only the breathing fog script that I fixed the extreme fps drop from..

opaque shard
#

is that the modified one or the original?

sinful zenith
#

my modified one

#

"improved"

opaque shard
#

ok thank you very much, i will try it out 🙂

sinful zenith
opaque shard
#

Is the first script just executed in the init.sqf, or would executing it on the server work?

#

nvm effect is probably just local

sinful zenith
#

both run in initPlayerLocal I think

opaque shard
#

o7

sinful zenith
#

and for the breathing fog

#
0 = [this, 1] execVM "simpleBreathingFog.sqf";

into the init script box of every player. There are better solutions but I don't want to explain 😄

opaque shard
#

ok, for the snowstorm i just use [] execVM "snowstorm.sqf"; in the initPlayerLocal, hopefully it will work when i test it on the server later (its working in editor) 😬

sinful zenith
#

I played with it a week ago so 🤞

last aurora
#

Winter cherno has snow as rain, just not the sounds yet

nova ridge
#

Hi! Anyone has some kind of weird arma 3 camera movement?

#

Im trying to record some cinematics and the camera doesnt have a fluid movement

#

It has like mini slowdowns each 1-2 secons

prisma oyster
#

Stuttering, happens

nova ridge
#

allways?

prisma oyster
#

dunno, but it happens even in official videos so I don't mind much

vestal perch
#

Video recording can be demanding for the hardware. For smoother recoding external hardware recorders can be used though they are perhaps a bit expensive for just few Arma videos

#

Frame drops you have show in the video too. Sometimes bad frames can be edited out too.

last aurora
#

@nova ridge
You got a second PC?

#

If so, check out the newtek NDI plugin for OBS and Look up Youtube for 2 PC streaming/recording with NDI

nova ridge
#

Im at 120-130 FPS all time

#

its just the camera that seems a bit "stuck"

last aurora
#

Micro stutter that can be storage drive related

#

As for loading textures and saving the video

#

Are you using an ssd?

hollow brook
#

Is there a way how to artificialy increase a radar range? Through a script or something like that. (Tha radar i have in mind is that static radar from NATO that was added in JETS DLC i think)

prisma oyster
#

Maybe with reveal, but not sure about it!

glass raven
#

Is there a way to compile a mod and prevent others from seeing the syntax or text of your config.cpp files?

#

3CB I think might have something like this in place. As in, everytime I try to open the PBO for their British Armed Forces mod, it fails ...which is actually what I am hoping to achieve to secure my own creations

fading goblet
#

if I'm correct you can use the paid tools by Mikero to obfuscate the contents of the PBO (I'm sure more experienced modders can confirm/answer this)

sinful zenith
#

Is there a way to compile a mod and prevent others from seeing the syntax or text of your config.cpp files?
no.

fading goblet
#

^^ this is wrong dedmen... even BI does it, and so do several mods...

#

of course there is always a method to get it, but it will make it harder for script-kiddies

sinful zenith
#

of course there is always a method to get it, but it will make it harder for script-kiddies
And thats exactly why I'm right.

prisma oyster
#

BI encrypts its files in ebo
other mods are just obscuring, which make them hard to get, but not impossible to get.

glass raven
#

is this what binarizing a mod or scenario does?

prisma oyster
#

I don't think so

sinful zenith
#

no

#

you cannot do anything to 100% protect your config

#

But you can do some protection. Depends on what kind of people you are working against

glass raven
#

ok, well, then lets rephrase

#

how does one obscure a mod's config files?

chilly trail
#

Hi guys I have a prop that is being stubborn and won't simulate physics - no matter what I tick or untick it still floats and I want it to fall to the ground & have physics so I can use sling loading with it.
I've tried enabling simulation as well as global simulation too in the init of the object.

prisma oyster
#

@chilly trail if the prop is not configured to use physics, it never will
You would have to mod it

chilly trail
#

Thanks @prisma oyster

hushed gazelle
#

Hey guys, so I've made a new map so I can play as Zeus on a multiplayer game for me and my friends. But I can't see their icons when I'm in Zeus mode?

kind prism
hushed gazelle
#

Ohhhhhhh right, thank you so much! =D

hushed gazelle
#

Sorry for possibly stupid question here, I'm trying to make my customer mission so that people spawn in on a loaded huron that then drops them off at the FOB - that all works fine, until I add in the option to respawn on a custom marker (should they ever die) the second that is enabled when the scenario starts they're forced to respawn at the FOB? It's as though the starting units they spawn in as is just being ignored? But I've only looked at editing since yesterday, so I'm not sure what's going on :P

visual lagoon
#

@hushed gazelle i am going to test that for you later

hushed gazelle
#

Thanks that'd be much appreciated =)

visual lagoon
#

Could you send me the mission per DM?

hushed gazelle
#

it's the .pbo right?

visual lagoon
#

Yea missionname.map.pbo or smth like that

hushed gazelle
#

All sent, thank you =)

worthy tendon
#

so I want to make custom respawn loadouts, based off of loadouts made with the ace arsenal. I got as far as getting to spawn with the loadout but it's kinda messed up because it seems to fill from uniform --> vest --> backpack, and not having magazines and grenades in the vest, medic stuff in the backpack and so on.

#

is it possible to make respawn loadouts where you set what goes in each "container"?

fading goblet
#

yes and no

#

The custom loadouts are indeed filled from uniform to backpack, and unless you use custom backpacks (which means with custom contents), you won't be able to do it the "normal" way.

#

For a faction I made (with custom loadouts) I did the following:

  1. I created custom units with their uniform/vest items linked
  2. I created custom backpacks with content inside
  3. I added all custom units to the Respawn system
  4. I created a Respawn Event Handler with the following script:
params ["_unit"];

_vestItems = vestItems _unit;
_uniformItems = uniformItems _unit;

{
    _unit removeItemFromVest _x;
} forEach _vestItems;

{
    _unit removeItemFromUniform _x;
} forEach _uniformItems;

{
    switch (_x) do {
        case "ACE_IR_Strobe_Item";
        case "ACE_CableTie";
        case "ACE_Flashlight_XL50";
        case "ACE_EarPlugs";
        case "ACE_MapTools";
        case "ACE_EntrenchingTool": {
            _unit addItemToUniform _x;
        };
        default {
            _unit addItemToVest _x;
        }
    };
} forEach (_vestItems + _uniformItems);

true
#

alternatively you could catch the selected role and loadout and run a script for each combination with the required gear (ACE loadout export)

worthy tendon
#

I chose the lazy way out, I found out that ace arsenal has a default loadout tab

#

I just set the respawn loadout for the players to have a basic set, and after they spawn they can get a default loadout if they want

#

they usually get their own stuff anyway, just want to provide some baseline stuff

#

right to the next question though, I want to change the pylons on a drone via the init box, this is what I came up with:

vehicle this setPylonLoadOut ["pylon1","PylonMissile_1Rnd_BombCluster_01_F"];
vehicle this setPylonLoadOut ["pylon2", "PylonRack_3Rnd_LG_scalpel"];

#

doesn't do anything and I have no clue what I'm doing anyways

fading goblet
#

problem is vehicle this, which doesn't do anything...

worthy tendon
#

thats what I thought aswell

fading goblet
#

either use this setPylonLoadOut ["pylon1","PylonMissile_1Rnd_BombCluster_01_F"]; in the vehicle init, or use vehicle_variable setPylonLoadOut ["pylon1","PylonMissile_1Rnd_BombCluster_01_F"]; when in a script (where vehicle_variable is the name of the vehicle)

prisma oyster
#

openAllDoorsForEdenPlacedObjects

fading goblet
last aurora
#

together with the description for the -moarFPS launch param

prisma oyster
#

-runon640KB it is

vestal perch
#

You probably have to attach them to the stretchers to keep them stay in place

prisma oyster
#

attachTo

fringe flax
#

Helps particularly that you can attach an object to a certain memory point too

#

Although the stretchers may not have any. Don't see why not though.

exotic eagle
#

is there a function to change side of a unit?

sinful zenith
#

join

#

if you join the unit into a group of the other side it should switch sides

exotic eagle
#

can they join a new group on the enemy side?

sinful zenith
#

yes

exotic eagle
#

uh, gonna look for the docs

prisma oyster
#

createGroup and join(Silent) yes

exotic eagle
#

so, it should be myGroup = createGroup "EAST" [this, otherUnit] join(Silent) myGroup

#

right?

sinful zenith
#

not sure what otherUnit is, but basically yeah

prisma oyster
#

don't forget semicolons ;

exotic eagle
#

yeah

prisma oyster
#

the brackets are for join or joinSilent

exotic eagle
#

basically I'm doing an hostage situation, where the hostages (2 civilians) are traveling with the OPFOR to an enemy base

#

if I leave them on the civilian side I can't find a way to make them not dismount on mission start (removed ai move, FSM and other things, they still dismount on mission start)

#

so I'm making them satrt the mission as OPFOR and make them hostage when they reach the enemy base/all the members of the escort are dead

#

any better way to do this?

sinful zenith
#

setCaptive marks someone as hostage, but I think it has some issues sometimes, so its probably good to also move them into a civilian group.
Assuming you let them start out as opfor

exotic eagle
#

yes ofc

#

I'm just setting a trigger checking for all the escort members dead to make them return captive

exotic eagle
#

as of now I'm encountering another problem (or maybe 2 problems). First the jeep with 2 civilians (grouped with opfor) and one opfor as driver doesn't move with the group to the waypoint

#

and when the jeep arrives to the trigger area the trigger doesn't fire

craggy finch
#

Is there a way for me to set a crate to have all of the attachments for whatever gun the person who opens it has equipped?

#

Trying to make a station where people can customize their weapon but I'm fairly new to the editor

rose kettle
#

I am try to get my Ai team mates to use irlasers what is the code for that please

prisma oyster
rose kettle
#

what to I write in the init

#

or does it not go in there

#

enableIRLasers true ..........thats what I put init and did not work got a error saying init

prisma oyster
#

. . .sqf this enableIRLasers true

rose kettle
#

that did not work

#

I put that in ai init and nothing happen

prisma oyster
#

then maybe it needs some delay before execution, so put it elsewhere with a delay

rose kettle
#

any way to do a sync shot with ai when I fire they fire and hit the target

kind prism
#

Have AI in your squad
Set Hold Fire
Assign Targets
Get "Ready to engage"
Set Open Fire
Shoot when AI shoots.

terse flicker
#

Hey does anyone know the process for placing vests and helmets in eden using POLPOX Simple Object placer?

uneven frost
#

Having this error from a scenario i sent to a friend and I don't know what it is

#

In difference to him i have zei compositions and interiors and Achilles mod

#

But it shouldn't add anything new

prisma oyster
#

Missing mod is missing

last aurora
#

@uneven frost
As lou said, you are missing the mods marked in red

ruby oxide
#

Hello guys. How can I create an 3den comment by script ? I can't find the function or command that handle this.

uneven frost
#

@last aurora that's the thing but i don't know which

#

I used the ones mentioned

#

Then a friend sent me that pic

#

ZEC, ZECCUP, ZEI and Achilles

#

Are the ones i used

kind prism
#

@ruby oxide Likely using create3DENEntity. Set down one manually and check what class it is.

ruby oxide
#

I thought so but a comment has no class/type in mission.sqm

chrome eagle
#

How do i add a checkpoint to a longer mission

ruby oxide
#

class Item3 { dataType="Comment"; class PositionInfo { position[]={2998.9312,5,-1139.0781}; }; id=5; };

prisma oyster
#

would a wild @plain gale know?

#

@chrome eagle saveGame ?

chrome eagle
#

Ok thanks

kind prism
#

Oh, interesting. I'm stumped too =)

ruby oxide
#

The createComment class in 3den cfgs has no action defined :
class CreateComment { text = "$STR_3den_display3den_entitymenu_createcomment_text"; data = "CreateAndChangeComment"; value = 0; conditionShow = "(1 - (selected))"; picture = "\a3\3DEN\Data\Cfg3DEN\Comment\texture_ca.paa"; };
That is weird 🤔

chrome eagle
#

Fgjther uytky,nmrtty 5. 4ymxfhsdi

#

Sorry friends are asses

ruby oxide
broken inlet
#

There's a delete option ya know? @chrome eagle

ruby oxide
#

But it doesn't return the created comment.

plain gale
#

@ruby oxide You need to use an eventhandler to return the comment, or check all3denEnties before and after to get the ID

kind prism
#

Oh that's super neat! Seems like it should be possible to get a keybind for OpenAttributes.

ruby oxide
#

Thanks @plain gale works perfectly now.
I needed a tool to mass highlight specific objects in 3den. In order to remove some addon dependencies.

plain gale
#

Glad I could help 🙂

chrome eagle
#

Does the land way point make the craft stop at it or touch down at it

prisma oyster
#

land and turn the engine off, unless there is another active waypoint after that

raven wolf
#

So I am testing my code in eden editor and sometimes my esc button can be blocked, is there any way that I can return to eden editor with a key handler script?

prisma oyster
#

@raven wolf with endMission maybe?

raven wolf
#

Thanks, will try it out!

reef lintel
#

@uneven frost you have a mod dependency to St. george island mod

#

those are the CST object stuff.
hebontses and CHR isnt known to me

uneven frost
#

Got it some days ago but thanks anyways

reef lintel
#

okay

#

what mod was chr and hebontes?

solemn valley
#

One message removed from a suspended account.

chrome eagle
#

Any tutorials on the camera tools in the editor?

prisma oyster
kind prism
#

@chrome eagle Do you mean moving the camera in Editor? Splendid Camera?

chrome eagle
#

@kind prism Keyframe modules

kind prism
#

Ah. Can't help. Hopefully clarified for a pro cinematographer.

dim kindle
#

How do I make a scenario where me and a friend can both be zeus and edit the scenario?

visual lagoon
#

Maybe sync the Zeus module to 2 people?

sinful zenith
#

Zeus module can only have one assigned player

#

just place two modules

visual lagoon
#

Or like that

silk remnant
#

How can I make AI attacking a point?

prisma oyster
#
_unit doTarget _point```
silk remnant
#

And where do I need to paste it, sorry I am new to editor

prisma oyster
#

I was being sarcastic, my bad. what is this point you wish to attack? a position? a person?

silk remnant
#

I am making a mission where americans attack Wehrmacht that is entrenched next to small building, and I don't know which modul do I have to use to make americans kill all germans and then capture point.

prisma oyster
#

a Seek and Destroy waypoint could do maybe

primal wave
#

Hi. I would like to place an artillery unit (Sochor) with the barrel pointing up. What scripting command sets the elevation of a gunner turret?

pastel valve
tropic vault
#

Is spectate in SP broken?

dim kindle
#

seems to work fine for me

onyx aurora
#

So, I've got an APERS Mine Dispenser in the editor and I'm wanting to allow a unit to set it off preferable with the "Touch of bombs" action in the scroll menu; how would I go about doing this?

#

I tried just syncing the mine to the unit and using the set trigger owner thing but neither of those worked.

onyx aurora
#

I've tried google and I can't find anything that works

tall gulch
#

The owner of the mine, needs to be the unit. I don't know if there's a script command for it @onyx aurora

onyx aurora
#

How would I set the owner?

tall gulch
#

Just found this

onyx aurora
#

Thank you so much, I've been trying to get this for hours

tall gulch
#

🙂

#

all i done was place in google: setmineowner arma 3

onyx aurora
#

Ah, I need to get better at searching for scripting stuff

#

I was going more for "Arma 3 how to touch off explosive charge placed in editor"

tall gulch
#

That's more of a video, search.

#

"how to" = video. if you get me

onyx aurora
#

Yeah, I just tried that thing you sent and it worked perfectly

tall gulch
#

Awesome

stark nexus
#

Little question, I know theres a way to disable AI actions, but is there a way to set their target and engagement range? Im trying to set up some support units and I don't want them firing unless called upon

dim kindle
#

Engagement ranges are all set in the firing modes so you need config edits for that as it is all depend on the weapons, it also sets the rate of fire as well. As to target much of that is controllable a bit with knowsAbout information and then they select on that basis fairly easily. There is also the suppressive fire at commands which will fire near a unit they don't see.

stark nexus
#

Ah ok, thanks!

fallen flare
#

Hey all, I'd like to count number of civilian npcs in area and use a certain number to activate a trigger. I have this in the activation field: Civilian countSide thisList > 4
It seems like any objects in the trigger area are counted as "civilian" how would i only count civilian npcs?

vestal perch
#

typeOf "Man" perhaps could sort out characters

#

or whats it kalled

#

isKindOf

fallen flare
#

cool i'll have a look at that

#

thx

onyx aurora
#

What would be the likely cause of a friendly AI not following any orders involving movement? He's not got any of his AI features turned off and I copy pasted him from another unit who is functioning normally

#

I've tried removing it from my group and regrouping it and it still won't budge

#

I've tried adding and removing it as a playable character

cerulean sphinx
#

this setObjectTextureGlobal [0,"pictures\poppy.jpg"];

#

got that in a billboard

#

and its coming up saying picture/poppy.jpg not found

#

even though the image is in the mission folder

prisma oyster
#

read the biki about setObjectTextureGlobal and missionPath @cerulean sphinx !

humble forge
#

Why? Isn't missionPath still useless with the global setObjectTextureGlobal?

prisma oyster
#

lul idk KTHXBAI

fathom abyss
#

Hi, I have a problem where my player characters spawn as birds in multiplayer on a dedicated server. There is no respawn setting. There doesn't seem to be any rhyme or reason to it. Any suggestions or previous experiences with this?

prisma oyster
#

illegal game?

fathom abyss
#

My game copy is very much legal and so (I hope) is the server that I rent.

prisma oyster
#

Mods?
Playable units on the map?
Eden / Description.ext settings?

fathom abyss
#

It happens with or without mods, no matter how many or few playable characters there are, with or without ACE settings, with or without description.ext.

prisma oyster
#

*magic*

willow frigate
#

2 triggers connected to logical OR module and logical OR module is conneted to hide objs. logical OR fires even tho none of the triggers are fired.
what am i doing wrong?

willow frigate
#

is it possible to get rid of "Take Intel" actions on intel objects?

vestal perch
#

maybe make them simple objects or disable simulation on them

fathom abyss
#

A few of them have non-script versions

willow frigate
#

tried disabling simulation and simple obj

fathom abyss
#

Which one are you trying to use?

willow frigate
#

nvm found the non intel versionsof objs, thanks guys

sour anvil
#

using this in a trigger ```
0 spawn {
_person = thisList[0];
_person setDamage 1;
};

and im getting a missing ; error
prisma oyster
#

yep

#

thisList[0] might be valid in JS, but in SQF use select

also thislist doesn't exist in the spawned code, so use (thislist select 0) spawn { _this setDamage 1 }; @sour anvil

#

(also, why spawn?)

sour anvil
#

im basically trying to kill someone as they walk into a trigger (preferably slowly, e.g. radiation). So how would I go through the list and do what I said?

prisma oyster
#
{ _x setDamage 1 } forEach thislist```
sour anvil
#

i did that before and didnt work, ill try again.

#

sorted it, thx!

sour anvil
#

now getting a missing ) on this ```sqf
a = true;
while {a == true} do {
_val = if (buttonPressed = true) then
{
barrier hideObjectGlobal true;
};
};

sinful zenith
#

invalid syntax

#

= doesn't compare values

#

and == true also makes no sense

#

bool == true is the same as just bool

#

_val = is useless too

sour anvil
#

trying to make the loop constantly check the buttonPressed variable to see if its true

tired wave
#

So newb question here...any way to make Ai drop a bomb on something? I figure'd it'd be as easy as putting down a basic enemy and giving the ai plane a single bomb, giving it a seek an destroy waypoint, but it just keeps flying around and never dropping the bomb. Is there a better way for me to set it up? Long story short trying to drop a nuke for cinematic effect and plot reasons on a mission

prisma oyster
#

you could just spawn the bomb itself?

tired wave
#

I'm pretty much a noob at mission making, scripting has been very limited for me. Even if I could, I'd need to know the bomb's like...see I don't even know what to call it, its class name?

#

Sorry for the late reply @prisma oyster I was attempting something else to make it happen--didn't work

prisma oyster
#

yes, you should get its class name, then create the ammo

tired wave
#

I don't even know how to get its class name

#

I know how to get like...vehicle/people/objects that can be placed in the editors names, but not the name for a specific mod's weaponry

sour anvil
#

how do i transfer one variable from one init to the other?

tired wave
#

I found "bomb = "Bo_GBU12_LGB" createVehicle [(getpos t1 select 0),( getpos t1 select 1), 1]" floating around on youtube as a code to make the bomb itself happen, obviously the right name in place of the GBU-12, but I wonder if it'd work even then cause the mod has an arming sequence, it has to fly for a minimum time or it won't explode--so I don't know how that'd work in the script.

sour anvil
#
a = "true";  
while {a == "true"} do {  
 if (buttonPressed == "true") then  
 {  
 hideObjectGlobal barrier; 
 }; 
};

is this correct? trying to hide barrier when buttonPressed is true (defined in another object's init). buttonPressed switches to true correctly from the other variable, but the object doesn't hide

sinful zenith
#

what?

#

why make the bool into a string now?

#

true and "true" are two very different things

sour anvil
#

Because it was throwing an erro with a Boolean, so I did it with string and it didn't have the error any more

#

nvm, realised im an idiot and can just hide the object from the addaction, lmao

sinful zenith
#

I already told you why the boolean threw an error

obtuse viper
#

how do I get the AI to fly a chopper for me to a location, then let me get off, and wait for me to get back on and then fly me out

#

Sorry that's a lot

prisma oyster
#

@obtuse viper you could use (synchronised) waypoints with get in / get out / load, etc

obtuse viper
#

Thanks my dude

#

Got the game 3 days ago and already have 24+ hours

#

Proving to myself once again

#

I have no life

prisma oyster
#

You now have Arma life (not to be confused with (L*fe servers)
Welcome aboard!

severe aspen
#

Does anyone know where i can get info on how to get AI to land on a airfield without taking damage or doing a mass lop around the airfield? And Yes i have
(tried waypoints but fails to work smooth.)

craggy pier
#

@severe aspen in general you just place a plane that's flying. Give it a name and define a waypoint somewhere on the map and set the "On Activation" Property to

_YourPlaneName landAt 0;

The 0 means the first airstrip defined in the config.cpp of the map. It's counting up if there are different airstrips defined.
If your plane then does not land, without taking damage or ending in fly infinity loops above it. I fear that there is something wrong with the Airstrip itself. Most likely the heights of Map and Airstrip does not match up or the AI landing-system does not match the map settings.

obtuse viper
#

Just finished a 20 level camapign based on the Canadian Armed Forces. took me about 100 hours to make

#

currently playtesting it with friends

#

DM me if you're interested

#

it's large scale combine arms stuff

#

lots of helicopter flying

#

apcs and cas strikes are used as well

#

I'm gonna stop promoting my home brewed crap storm now

icy marlin
#

Can I link the mine dispensers to a character spawned in

#

Mine dispensers that are placed in the editor I mean

prisma oyster
#

setMineOwner iirc

sour anvil
#
breakScript = "true"; 
checkVariable = 0; 
safe setPosATL [getPosATL safe select 0, getPosATL safe select 1, (getPosATL safe select 2)-100]; 
while {breakScript == "true"} do {    
  if (checkVariable == 3) then {  
   safe setPosATL [getPosATL safe select 0, getPosATL safe select 1, (getPosATL safe select 2)100]; 
   systemChat "Secret Unlocked"; 
   breakScript = "false";  
  };  
 }; 

missing ] near the systemChat. Spent all night looking and can't figure out whats wrong

sinful zenith
#

(getPosATL safe select 2)100
🤔

#

btw you can just do
safe setPosATL (getPosATL safe vectorAdd [0,0, -100])
safe setPosATL (getPosATL safe vectorAdd [0,0, 100])
which is both shorter and faster

sour anvil
#

thanks very much

#

the 2nd one doesn't bring it back up to where it started

sinful zenith
#

my code does what yours did ¯_(ツ)_/¯

sour anvil
#

i mean thats what i was trying to do but it never worked so couldnt test it

sinful zenith
#

btw all global variables should have a tag, like BEN_safe, BEN_checkVariable, BEN_breakScript.
your breakScript/checkVariable variable should be local variables, not global
and there are boolean types true and false, writing "true" in a string is a bit converluted

#

why are you using ATL position?

sour anvil
#

hideObjectGlobal wasn't working properly on Dedicated servers, so was going to try that on dedicated

#

checkVariable is used in other objects' scripts

sinful zenith
#

hideObjectGlobal always worked fine for me

#

just need to make sure its executed on server

sour anvil
#

how do you do that? Bit dumb

#

as in im dumb

sinful zenith
#

target 2 means "run this on server pls"

#

so
[object, true] remoteExec ["hideObjectGlobal", 2]

sour anvil
#

ah right, gotcha

#

is the true referencing the hide or show?

sinful zenith
#

ye

sour anvil
#

gotcha, ill try that

sinful zenith
#

[left parameter, right parameter] remoteExec ["command name", target]

little dome
#

Can someone explain me how to make a AI turn on sirens and lights of ambulances or police car when they enter a trigger?

vestal perch
#

Depends if the vehicles have such actions for AI to use I guess. You may need to activate such vehicle features for the AI with the same scripts useraction use to start them when player operates them.

little dome
#

Where can I find it?

little dome
#

Nvm got it

eager hull
#

how can I disable a trigger from being triggered even if its condition are fullfilled?

prisma oyster
#

disable its simulation, or set a boolean within the condition @eager hull

eager hull
#

I don't see any init or simulation checkbox

prisma oyster
#

there is none, enableSimulation

eager hull
#

I see

quick elm
#

Are weather values explained anywhere?

#

Start, forecast, decay, value

prisma oyster
#

have you tried the wiki ?

ocean kraken
#

How do I set the thermal temperature of an object with the init

prisma oyster
#

setTIparts or some command close @ocean kraken (see the wiki)

paper shell
#

How do i open Virtual Arsenal

last aurora
dim kindle
#

I have question.
1.Is server maps created are created in eden?

last aurora
#

1.Is server maps created are created in eden?
can you rephrase that please? i have no clue what you want to know

dim kindle
#

I add some objects to Altis in Eden. Then I want to get that objects on my server

dim kindle
#

Create map in eden and then upload to server

prisma oyster
#

You can create a map, place items, place units (don't forget to mark them as "playable"), then save as → multiplayer

that or you can export it to the Steam Workshop @dim kindle

dim kindle
#

Ok

#

@prisma oyster Can I use objects from workshop and then save it as multi? These objects will save? @prisma oyster

prisma oyster
#

if the workshop item needs an addon, your mission will too

dim kindle
#

Hm so If someone will try join to Server first he need to download that addon files?

prisma oyster
#

yes

solar rivet
#

how do you make a street light glow?

prisma oyster
solar rivet
#

is goes somthing like this?
(object lamp_10) switchLight "ON";?

vestal perch
#

@dim kindle to get terms right, you create a mission or a scenario in the games editor. Terrains or maps are the ones you select for the editor and build the mission/scenario on.

dim kindle
#

Anyone know how to change autonomous turrets to a diffrent faction? Grouping them dosnt work

#

Ah nvm overthought the problem can place it empty and drag an ai into it

dim kindle
#

Im wrong they do a complete 360 and start tking lol

dim kindle
#

hi! im new to editting and i need help, im making a server baseand rn im trying to get respawns and role screens ready

last aurora
#

@dim kindle
hi new to editing and need help, i'm dad (taking Lou's role here) 😉

#

JK

#

it has examples on the bottom

dim kindle
#

i think ive solved it, ill check the video out in the morning after chores

eager hull
#

can you rebind editor controls?

prisma oyster
#

yes, in Options > Controls afaik

eager hull
#

I only see camera controls unless I'm blind

#

and I don't think its the development one

prisma oyster
#

what do you want to change? if it's Ctrl+N/O/S, no can do

eager hull
#

oh its the bindings for the vertical mode and surface snapping

#

which on my european keyboard is binded to the very uncomfortable à and ù

prisma oyster
#

French spotted 😄

#

these ones, cannot I think.

eager hull
#

Italian, but nah, I guess there is no setting for that, shame, as simple as it sounds it could save me hours to have it on one of my thumb buttons

vocal moth
#

excuse me, i add a mod in my server,its about
Zombie mod,but when i add it in mission, and Set them to battle mode. When I start my game, these zombie AIs do not attack any players. Why? Thank you!

last aurora
#

what mod exactly? there are some around...

vocal moth
#

@last aurora Just some AI mods. I am running arma3 life server. I want to fuse some zombie AIs, so that after being placed in a certain area, these AIs will automatically attack people. After I put these AIs in the editor, and Set the behavior to combat mode. But when I run in a multiplayer game, these AIs do not actively attack the player, I do n’t know why

last aurora
#

if you want help, answer this question please. it is essential...

what mod exactly? there are some around...

#

not saying that i am able to help you, but others may if they have more information

vocal moth
silver dune
#

For example, if Ryan's infected then you need to make sure that the side of the infected is hostile to players...

#

So you choose OPFOR or GUER depending on the side relations of the other mod...

vocal moth
#

Yes, the problem is that these AIs do not attack players, but I have set them to active attack mode

silver dune
#

Does not matter if they are friendly

last aurora
#

here's the BIF post to the mod. you might find important information there also
https://forums.bohemia.net/forums/topic/182412-zombies-demons-50/

vocal moth
#

@last aurora tks,i will read it !😀

silver dune
#

But basically no matter what the side of the infected must be a side that is hostile to whatever side(s) that the players are allocated... Also note, setting them to enemy side won't work either... they will just kill each other 😉

#

Always wished that enemy was a side that was hostile to everyone except those that were enemy too

vocal moth
#

Yes, I previously set these AIs to the red side, but in the life server, the players are the blue side and the green side. These AI will not attack other players, no matter what

silver dune
#

Thinking that the Life server has OPFOR friendly to everyone - think OPFOR are friendly to GUER by default anyway...

#

But not at all familiar with Life servers

vocal moth
#

@silver dune ok,but tks a lot!

dim kindle
#

what's wrong with this script? "fire-1 commandArtilleryFire [markerPos "opfor_firemission", getArtilleryAmmo [fire-1] select 0,5];"

#

I'm getting a generic error

sinful zenith
#

fire-1 whats that?

#

commandArtilleryFire takes an object, object - 1 makes no sense, thats invalid

#

Can't substract from object

dim kindle
#

@sinful zenith fire-1 is the name of the arty squad

#

I then changed it to fire1

#

it's still not working

#

here's the current script fire1 commandArtilleryFire [markerPos "opfor_firemission", getArtilleryAmmo [fire1] select 0,5];

#

why isn't this working?

#

this is supposed to be in the "on activation" section, correct?

#

of a waypoint marker

#

this is correct, right?

sinful zenith
#

looks correct

dim kindle
#

@sinful zenith and it's ok if "opfor_firemission" is a empty system marker, right?

#

that I just put on the map

#

or does it have to be a different type of marker?

sinful zenith
#

type doesnt matter

dim kindle
#

is there a minimum/maximum range?

dim kindle
#

ok, I just crashed the game after trying to take off in a jet and I lost all my progress

#

excellent

dim kindle
#

ok, sorry for being gone, i still need help. id work best if walked through it so if anyonehas the time id love the support

#

it involves respwning

fading goblet
#

which part isn't working (as expected)?

dim kindle
#

ok update, i got respawn to work now im getting the loudouts to save

#

i have custom ones so im trying to get them to save for all the players

fading goblet
#

I use the following script for that:

// Remove all loadouts from RespawnInventory
{
    [missionNamespace, _x] call BIS_fnc_removeRespawnInventory;
} forEach ([missionNamespace, true] call BIS_fnc_getRespawnInventories);

sleep 0.2;

// Get all loadouts from RespawnInventory
_loadouts           = "true" configClasses (missionConfigFile >> "CfgRespawnInventory");
_loadoutNames       = _loadouts apply {configName _x};

if (count _loadoutNames > 0) then {
    _loadoutNames apply {
        [missionNamespace, _x] call BIS_fnc_addRespawnInventory;
    };
};
dim kindle
#

@fading goblet where do i use this

fading goblet
#

I have it in the preInit EH of my mission framework, although it should also work in init.sqf

dim kindle
#

in the code? or in a mission option?

#

module

#

also my next issue is a set arsenal for both ace and vanilla

fading goblet
#

init.sqf is a file you need to add to your mission

dim kindle
#

im new and confused

fading goblet
#

and above will create the roles/loadouts for Respawn, which will work as long as the mission has the loadouts configured

sharp moat
#

there is no way how to switch to normal programming in Ylands I'm confused in roblox it's normal but here I have to put some sort of windows to myself I don't know at all I need help

#

is this server on Ylands ??

fading goblet
#

This is the Arma Discord, not Ylands... there's another Discord server for that

sharp moat
#

oH THANK YOU

#

SORRY CAPS

#

xd

vocal moth
wispy lake
#

Stupid question, trying to have some units start out in a parachute, how do i go about doing that?

prisma oyster
#

Give them a parachute, and place them high in the air @wispy lake!

fading goblet
#

If I'm correct any unit placed 30m or higher from the floor will automatically deploy it's parachute

plain gale
#

I remember correctly that doesn't work. I added a parachute attribute with my mod.

dim kindle
#

hey im having issues again, id like to havehelp via voice chat

last aurora
#

@dim kindle
writing down your questions might het you help faster

dim kindle
#

getting a multiplayer zeus game to work, two people have zeus permissions, and loudout consistant respawns

#

i really need help

dim kindle
#

any way to put a weapon in a units backpack in the editor

#

preferably without scripts

prisma valve
#

Hey guys, is there a way to change the default map selection for the editor in arma's main menu? Right now the default map is Livonia which i don't own. I do get that BI changed it to Livonia for all arma 3 players as a constant nagging reminder to purchase the Contact dlc. But it is annoying to always have to select something i own to check something in the editor quickly.

vestal perch
#

You can make a test mission and launch the game directly to it with a shortcut with right launch parameters.

prisma valve
#

doesnt that mean there would always be the map from this test mission preloaded? I have configured the launcher to not preload a map on game launch.

vestal perch
#

I don't know but what does it matter? You are trying to launch the editor fastest way possible to test things, right?

#

Imo fastest way is to load directly onto a test scenario and skip all the menu clicking.

#

You don't use the shortcut for normal gaming.

eager hull
#

to save on performance, is it possible to hide every object inside a specific area?

vestal perch
#

Should be.

#

But gains might not be what you expect.

sleek cosmos
#

There is a module for that in 3den

#

I forgot what it's called though

vestal perch
#

Disabling simulation might be better thing

sleek cosmos
#

I assume we're talking about objects that come with the map, right? Disabling simulation for them isn't an option afaik.

eager hull
#

what I'm trying to hide is objects placed in eden, and they are thousands so using hideObject would be unpleasant

#

in the specific I'm talking about grass cutters and grass objects(cup) , both impact heavly when used a lot

vestal perch
#

They are not meant to be used a lot.

#

At least not in the numbers that start causing trouble.

#

Thousands of scenario objects is a lot so you may need to reconsider what you are doing.

eager hull
#

I indeed am, was just wondering if there was a workaround for it

vestal perch
#

You could perhaps save them in sectors as arrays and spawn/despawn when needed. But it may not be optimal either.

#

Especially if you have very dense placement.

eager hull
#

and it is very very dense, damn I should start making terrains

vestal perch
#

Yeah that just can't work.

plain gale
#

@eager hull ask @prisma oyster There was a Diskussion about gras cutter performance a while ago and lou found a solution if I remember correctly.

vestal perch
#

I'd wager he has a lot of other objects in there too.

prisma oyster
#

Solution was: grass cutter with disabled simulation

eager hull
#

oh
that simple?

#

why are they even enabled in the first place

prisma oyster
#

Exact question I had!

plain gale
#

Maybe ask reyhard?

ebon quiver
#

Question on tank DLC mechanics

prisma oyster
#

Answer on tank DLC mechanics

sleek cosmos
#

Damn I was gonna say that

ebon quiver
#

Since this came out, players have been able to control a tank similarly to war thunder. Is there an option to have this mechanic enabled without AI? Such as a script or editor option?

sinful zenith
#

you still need a AI in the driver seat to do the actual driving afaik

quartz spade
#

@ebon quiver here ya go, link to Killzonekid's post on how to control tanks without AI

#

nvm, its still with a gunner and driver AI. however, they're controllable!

ebon quiver
#

Is there a script or something? Imntryingnto do a proof of concept thing and milsim communities hate AI

#

But thank you!

quartz spade
#

The link I sent has the script. You'd put it in the init of the vehicle. While it does technically have AI, it's not noticeable as seen in KK's example video cause you're directly controlling every part of the tank at the same time.