#arma3_editor
1 messages · Page 32 of 1
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
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
i do hope someone scrolls up so they see my query regarding making this mission
_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?
if (true) ?!?!
huh?
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
but i cant use a true and a false output on the same sector module as that would cause issues
... 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
¯_(ツ)_/¯
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
simple objects, that was it
@bright tulip interesting
player in (crew (vehicle this));
why does this return true even though my player isnt in the vehicle yet
the AI driver is the group leader
what is "this" ?
group leader
so as the group leader is already in the vehicle to begin with, the vehicle then becomes the car
but the player has not yet entered the car and its returning true
so the car just drives off without it
vehicle _unit will return _unit if not in a vehicle
I assume he meant a unit by group leader
yes
but if "vehicle unit" would return the unit
how would the player get inside that unit
👀
I managed to achieve the same thing by using a trigger instead.
I used the same code.
so in could mean in group? 🤔
crew player doesn't return group members I hope?
OH
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?
I ahve a question
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" } ];
@bright tulip is it the same question as above?
i think its void now, as that was not actually the line that was complaining on startup
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"];
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
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)
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
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
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
theres another function which does that. Let me see if find it
There you go [5,false,true] call bis_fnc_setDate
Does fade effect and skip time all at once.
And it works in MP
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
oh sorry, hah, where to I put that line? on a trigger right?
You could use the Civilian Precence Module if you wanna add some civs to towns.
Put it in a trigger and tick the checkbox to only evaluate the trigger on the server.
But then use [5,true,true] call bis_fnc_setDate for global execution. You are creating a multiplayer mission aren't you?
yes
can i hook this trigger to fire upon the completion of the task
and is the 5 the number of hours skipped?... tell me where you find this and i can just bookworm it tonight XD
as all the good things, it's on the BiKi:
https://community.bistudio.com/wiki/BIS_fnc_setDate
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"
What do your x,y,w and h definitions look like?
The definitions look fine.
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.
You can either change the UI Layout to work with different aspect ratios or use GUI GRID
Is there a way for multiple people to work on a mission other than sending the file back and forth?
@little lantern git repository
@little lantern also, you can all work on different item placements then merge the missions together with Eden
Okay thanks
git repo doesn't really work
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 🤔
let's just make a mission.sqm to yaml converter :U.. actually.. that sounds quite easy 🤔
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.
might aswell do #include in mission.sqm, and let it binarize at buildtime?
Instead of some custom token replacement tool?
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.
Is it possible to add full CNBR gear to the loadout in editor... can't seem to find the helmet/face parts?
(with Contact that is)
maybe nvg?
havn't got the chance to try the dlc yet
Hi, did someone know what to put in the trigger conditions, when the player is landing on the ground after an parachute jump?
TIL about isTouchingGround... I uh.... Need to go refactor some code....
I was playing around with ACE 3 today, and I was trying to add the fries system to a helicopter from a mod that doesn't have the fries system by default. I dug around in the ACE 3 documentation, and found this: https://steamuserimages-a.akamaihd.net/ugc/862866465567046837/A7636127ACB96BC3C78BCF91E1D81323BD501A55/
but I don't see most of that, including 'equip fries'. Can I still equip FRIES on a chopper through eden editor?
As far as I know.
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.
Did the Combat Patrol Module get updated? I noticed that the new map has you playing as Opfor instead of Bluefor
@prisma oyster Thanks!
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.
Mods? @sudden gazelle
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.
hold up, im having trouble sending my mod list
ok i cant send anything in this channel for some reason
@prisma oyster
i guess ill pm it to you
disabled them all, enable them one by one, see which one does it
it's hard to tell, I don't know all mods nor their effects/interactions
gotcha
can't do it without making an addon to change the config
hey all
i need a way of making AI share info with each other without grouping them
There is reveal with the alternate syntax; however, last I tested that it was still broken.
Hello, I have a problem and that is when I get on a mission that I created, I get this error and I don't know why. Can somebody help me? https://cdn.discordapp.com/attachments/582690338540486657/608659965766533140/Sin_tijhktulo-1.jpg
@wintry saffron your mission directory seems to have been copied (a.k.a mymission.Malden (1))
how do I solve it?
rename Malden (1) → Malden
the game uses the part after the last dot as the island name
okay thank you
Im fairly new to Arma coding, how do you make an array
[]
?
I tried that
?
private _myArray = ["sim_0", "sim_1", "sim_2",(so on so fourth till 25)];
That doesnt work
gives me a "Generic Error"
Then you made an error, without setting the code, I can't really help.
Gimmie a sec, Ill pull it up
Also this probably makes more sense to go in #arma3_scripting and I see you cross-posted here.
Ill switch to there then
hmm... a weird thing I ran into:
- 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. - It works with no issues in SP
- 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?
Where you put your script file?
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.
@brazen grail main mission folder. the script executes, it just exits because of first parameter being null
I moved the code to a trigger that watches a variable that I set in the waypoint, and now it works
How do I make a respawn point just like the Arma 3 default missions?
It lets you spawn as an existing unit only
it doesn't just take your character and respawn it
@little lantern in the mission attributes, respawn on custom location, and make a respawn_west marker - you're good!
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
Ah, it's the group (or side) respawn type @little lantern
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
@drowsy stream you want the article that will explain everything to you? 😮
BI don't really write much in-depth documentation
they do, but internal only
Hi guys, I have a question:
Does ACEX Headless can transfer ownership of AI from Zeus's Machine to HC ?
Yes
so
i'm running a script from here (the latest post)
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
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
nvm, fixed it
added this before 'reveal target':
allUnits apply {_group forgetTarget _x};
Dumb question, but if I have Aries installed, do the people playing the game also need it if they aren't Zeus?
Nope
Unless you use ares stuff in your mission. But Zeus stuff only requires Zeus to have it
@whole nexus you have to add a "player" unit somewhere
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
Hmmm it says Play in SinglePlayer...
Okay, thanks I'll try figuring this out
You've helped a lot and I don't want to keep bothering you
@whole nexus there's not just me in this channel, and I only reply when I want to, don't worry 😉
if you want to play as zeus:
- F5 -> logic -> zeus -> zeus
- make it a player
- sync it to game master module
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
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.
cant find any mission folders only the pbo with the name - have i done anything wrong? I exported it
its just some buildings and armour
thanks
so now I ziped the folder to him
we are both noobs when it comes to share files
*missions
He needs to put it in the same place on his computer, in his profile folder.
It should end up at the at the same place, just with your profile name switched with his.
Hi, is there anyone here who can help with trouble I am having in the editor?
don't crosspost!!
j/k 😄
What is your issue 🙂
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:
" 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.
"
but it does not work for me, am I missing something?
Place the module on a house, then edit the module to show the list of doors and how to edit their state
Ok ill give that a try, thanks for your help
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?
wasp?
its a vehicle with CUP mod, its a helicopter carrier/deck
oh, then maybe it is not "compatible" with this module, that IDK
that, or it is constituted of multiple parts and this module won't work
was hoping there was another way but o well, thanks anyway though!
script could do, maybe
Was the module on the right bit of the Wasp... It is made up of several sections...
iirc
yea, gave it a try and nothing
Maybe ask on the CUP discord... see #channel_invites_list
hey can anyone tell me how to make all items editable for zeus?
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
nothing in the markers column
i think there used to be a checkbox for it but i cant remember
something like curatorModule addCuratorEditableObjects [[all],true ]; or whatnot?
You mean, you place items in Eden and they can't be manipulated in Zeus?
Most people add Achilles to their mod lineup because of this. I don't even think Achilles is serverside.
^ Achilles is serverside iirc
Hmm. Ok, not sure about that, but if the Zeus has Achilles, the other players don't need it.
Ye
What do you usually prefer creating your missions and loadouts with: CUP or RHS?
RHS all the way. Much higher quality than CUP, IMHO.
the other way around @bronze peak make allI items something can manipulate through zeus
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
then i tried to update it and now even loading then saving removes that ability
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
I think it was a checkbox?
Something like make all editable objects?
I tried the achilles thing but thats not what i'm looking for it only adds stuff thats there just then
Sorry man, I meant CAN. A combination case of brainfart and fat fingers.
anyone knows how the new transfer switch from contact works
Transfer switch?
this thing
https://imgur.com/a/HJcUrou
got curious when I noticed it had an animation in contact and apparently it has this little menu
https://imgur.com/a/jwnfYom
wondered if it could work as a turn lights on/off scripts
@prisma oyster
It's an item paired with an addAction command and a script in the campaign itself.
Much like the EMSPEC, it has no utility value outside the campaign unless you do a lot of scripting.
yeah just noticed, seems like that little menu is just to edit its appearance
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
Pretty sure outside of the way the contact campaign handles it, drone range is mapwide
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.
anyone up for the challenge?
yes
yes
yes
i watched a 30mins video to check everything, its been bugging me since this morning
@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
There are two dance moves and they work for AI
Not tested for players
I'll check again when I am at my pc
aren't you always on your PC? shaaame 🔔
Okay just checked again on AI, same problem, he goes prone
Have you disabledAI "ANIM" ?
Weird
Let me try reinstall Arma
"Acts_Dance_01"
test switchMove "Acts_Dance_01";```
That works
Replace test with your unit's var name.
I see. It doesn't seem to work for player units
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?
VR Blocks, for instance, are invisible.
…only in one directory. VERY weird. investigating…
gone, but IDK what made this.
It's called magic, and it's an important part of Arma 3
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
What assets?
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.
Yeah there is but nothing there
@crisp spruce What kind of assets is that mod supposed to add? Are you sure it's in the props category
Should just be buildings
Perhaps they are only for terrain use and not meant to be placed on missions.
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.?
I think you can do that using animations @dim kindle

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 )
@dim kindle by script
and what script is that? :v
a script that would place unit in a vehicle, on said unit respawn :3
If you are using BI respawn you can link respawn position module to vehicle.
Or add respawn position via respective function. Just use vehicle as target.
@cloud sparrow ooooooh, didn't know that one
You can also add groups as respawn target.
@cloud sparrow link it how
i tried "sync to" and "set trigger owner"
and both of those didnt work
@prisma oyster and what does that script look like 😴
@dim kindle you were talking about sync'ing with veteran29 😴
?
it looks a bit like addMissionEventHandler "EntityRespawned" something
....
.
anyone else who doesn't want to be "clever" that can answer my question?
@dim kindle don't 😴 me next time 😉
whatever buddy
🤔
🤔
you just sync respawn position module to vehicles and it should work if you're using respawn menu template.
@cloud sparrow i did try that and it said "respawn unavailable" i'll try playing around with it some more i guess
Most likely you've not selected respawn side in respawn position module.
Brave man for trying though. I never got it to work. Still using the old marker and type 3 respawn.
I thought thats the normal way of doing it 
addaction is a scritping command that you can look up here https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
and then you need to figure out what other commands you need to combine to achieve the effects you want
How do I disable the 3den interface moving with the objects I've selected 
unselect the camera in the map view 😄
@prisma oyster
Gentlemen, any of you have any pointers how to make prerendered cutscenes play in the game?
I'd say I love you, but that would imply stuff, so just thanks.
Don't worry, I love you. 💙
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)
Yeah, it a scripting function too, so that makes it a bit messier to search.
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
and the dimensions? @tender nest
@prisma oyster 1024x512
well 😐
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
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.
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
thanks @last aurora
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?
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.
just arma things
Yup.
try maybe Ctrl+click then drag
still excluding the previous selection
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 :)
You can drop questions here or at #arma3_scenario. Quite often someone comes up with a solution
awesome, thanks :)
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
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
wogz you are amazing thanks for the help again 🙂
any time bro!
@spiral oasis You can create tasks by using the task modules inthe ditor
Does anyone know how to start a keyframe with trigger?
Or just start it in delay
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
Which respawn system you using?
The module, Respawn point.
How would i get the vehicle name for use in scripts by spawning them in the editor?
@solemn zenith sorry, what?
Iirc you can right click on the vehicle and then one of the sub categories has "Copy class to clipboard"
I dont think he means that he wants to get the classnames via a script
Oh yeah that was it
Because of the " spawning them in the editor?" bit
sorry for the confusing question but you got it thx you guys
Or am I wrong
?
nah it was that
Oky 
I hesitated between the classname and the vehicle varname @solemn zenith 😉
yeah sorry i really gotta learn to ask questions correctly
np, we figured it out – don't try that at 3am, I don't promise anything 😄
If you ask Lou stuff at 3am you might get some really weird wiki pake links 
rip im just trying to modify duws for more vehicles but im prob just gonna break it
ok last question for now i have the .pbo file where would i put this so i can host it lan with my brother?
steamapps/common/Arma 3/MPMissions/
If you did Scenario > Publish to Multiplayer it should already be there.
thank you 🙂
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?
Mod
which mod would let you do that?
IDK
Or remove crew in editor, add BLUFOR crew, done.
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
BLUFOR units are not forbidden to enter OPFOR vehicles
Or you can also just group the vehicle with a blufor unit
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
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.
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.
@livid whale Check the description of the 'custom position' option
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.
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.?
You can place a camera and use a PIP display to see it
@daring siren will I be able to record footage from there?
You could display a different camera angle for sure. Sounds like having another player with splendid camera would be better though.
Ok thank you
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```
@wanton patrol you can if you have another account that you use as camera view
likely would need to run on separate computer though
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.
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
Well I was asking how to do that
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"
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?
Hello new to editor, I am Kllrt 🙂
It's definitely worth to invest time to make missions!
Does anyone know if there's a mod out there that adds Tanoa roads to Editor? 😳
there are no tanoa roads for editor as far as I know
they are not made with objects
mech greenfor inf and you get a gorgon? Gimme a break 🙄
break has been given.
Okay I placed armored vehicles and forgot to unlock them. Should finally set some sensible defaults.
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
You sure the vic isn't damaged to the point they bail out?
Yeah, no damage at all
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
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 ?
it is not a mod. it is the setCaptive command
ahh okay thank you. 👍
I believe Eden Enhanced provides a hostage checkbox. You'd first wanna find out exactly what it sets though.
@vestal perch I tried giving them a hold waypoint, but that didn't fix it
What does fix it is setUnloadInCombat, just have to manually keep track of whether it should be on or off I guess
is this a good area to ask Zeus related questions?
#zeus_discussion @clever monolith
@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
that script does nothing
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?
_helicopter allowDamage false```
👍
!issuewarning @spiral oasis crossposting
Done.
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?
@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)
Aha, thank you
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.
without undoing the process
?
Does it crash your game?
I mean, once I change the legs, and try moving it around, it undoes the change, turning it back to the default model
Sounds like you may need to Toggle Surface Snap.
If by default model you mean it jumps back to the normal height.
Yes, that.
I tried it and worked. I feel so dumb for not seeing it before. Thanks
No problem. Gotta learn somehow!
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
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.
Mh I know the aircraft carrier has a dynamic airstrip, you might be able to find a way to looking at that
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
Gentlemen, is there a way to switch the editor to, instead of height over terrain, display height MSL?
You mean ASL? afaik, not in vanilla
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.
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"
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?
this addEventHandler ["Fired",{(_this select 0) setAmmo [currentWeapon (_this select 0),9999];}]```
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
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:
- kick people from the server when they join if total slots - "admin" slots are filled.
- kick people back to lobby when they pick a specific slot in the lobby (which are designated at "admin")
- ignore everything, and simply assign Zeus to all members who are allowed to (with SteamID's in Zeus module)
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.
https://community.bistudio.com/wiki/playSound3D read the topmost note
or the second last
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?
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)
ah that makes sense, i had it on 44100 when i put the clip in audacity, ill just redo it
Is there a way to run code on objects specifically created in editor?
Without using a init eventhandler with {!is3den exitwith} in it
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)
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.
Meant to be used whenever a unit is placed
Yeah, if that is what he means by "objects specifically created"
eh = add3DENEventHandler ["OnSelectionChange", {
{[_x] call TMF_assigngear_fnc_unitInit;} forEach get3DENSelected 'object';
}];
This seems to work
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.
Give it a variable name like “AA_1” and make and init script in the mission folder and script that in
@keen magnet
Is there a possibility to make smoke arty shell dangerous to infantary if not wearing gas masks?
Yes - by script / No - I don't know any
Epoch Mod has toxic gas and also working radiation suits/masks... May be worth checking that code
But all needs to be scripted
@wanton patrol good question for the forum
https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
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.
@rigid bane I'll try the forum, thank you everyone
Glorious Leader approves!
but don't let it fall over!
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
@novel orbit https://www.youtube.com/watch?v=JnCqml1OPQE
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Maybe that helps
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)
No, not possible at the moment. I still need to make Winter sounds
😒
aww man, any snow scripts you recommend?
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 🤔
https://forums.bohemia.net/forums/topic/215391-light-snowfall-script/ There is the bad version of the script. But I posted the improved one somewhere 🤔
Or maybe it was only the breathing fog script that I fixed the extreme fps drop from..
This one might need some cleaning up.
is that the modified one or the original?
ok thank you very much, i will try it out 🙂
https://forums.bohemia.net/forums/topic/109151-simple-breath-fog-script/?do=findComment&comment=3369612 this one I can also recommend. Also adds lots of atmosphere
Is the first script just executed in the init.sqf, or would executing it on the server work?
nvm effect is probably just local
both run in initPlayerLocal I think
o7
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 😄
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) 😬
I played with it a week ago so 🤞
Winter cherno has snow as rain, just not the sounds yet
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
Stuttering, happens
allways?
dunno, but it happens even in official videos so I don't mind much
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.
@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
Micro stutter that can be storage drive related
As for loading textures and saving the video
Are you using an ssd?
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)
Maybe with reveal, but not sure about it!
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
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)
Is there a way to compile a mod and prevent others from seeing the syntax or text of your config.cpp files?
no.
^^ 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
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.
BI encrypts its files in ebo
other mods are just obscuring, which make them hard to get, but not impossible to get.
is this what binarizing a mod or scenario does?
I don't think so
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
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.
@chilly trail if the prop is not configured to use physics, it never will
You would have to mod it
Thanks @prisma oyster
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?
You need to add them to editable objects.
https://community.bistudio.com/wiki/addCuratorEditableObjects
Or use a Zeus mod that has a module for this, like Achilles or Zeus Enhanced.
Ohhhhhhh right, thank you so much! =D
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
@hushed gazelle i am going to test that for you later
Thanks that'd be much appreciated =)
Could you send me the mission per DM?
it's the .pbo right?
Yea missionname.map.pbo or smth like that
All sent, thank you =)
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"?
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:
- I created custom units with their uniform/vest items linked
- I created custom backpacks with content inside
- I added all custom units to the Respawn system
- 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)
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
problem is vehicle this, which doesn't do anything...
thats what I thought aswell
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)
openAllDoorsForEdenPlacedObjects
I guess Lou needs to update the biki on that: https://community.bistudio.com/wiki/openAllDoorsForEdenPlacedObjects
together with the description for the -moarFPS launch param
-runon640KB it is
You probably have to attach them to the stretchers to keep them stay in place
attachTo
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.
is there a function to change side of a unit?
can they join a new group on the enemy side?
yes
uh, gonna look for the docs
createGroup and join(Silent) yes
so, it should be myGroup = createGroup "EAST" [this, otherUnit] join(Silent) myGroup
right?
not sure what otherUnit is, but basically yeah
don't forget semicolons ;
yeah
the brackets are for join or joinSilent
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?
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
yes ofc
I'm just setting a trigger checking for all the escort members dead to make them return captive
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
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
I am try to get my Ai team mates to use irlasers what is the code for that please
https://community.bistudio.com/wiki/enableIRLasers @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
. . .sqf this enableIRLasers true
then maybe it needs some delay before execution, so put it elsewhere with a delay
any way to do a sync shot with ai when I fire they fire and hit the target
Have AI in your squad
Set Hold Fire
Assign Targets
Get "Ready to engage"
Set Open Fire
Shoot when AI shoots.
Hey does anyone know the process for placing vests and helmets in eden using POLPOX Simple Object placer?
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
Missing mod is missing
@uneven frost
As lou said, you are missing the mods marked in red
Hello guys. How can I create an 3den comment by script ? I can't find the function or command that handle this.
@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
@ruby oxide Likely using create3DENEntity. Set down one manually and check what class it is.
I thought so but a comment has no class/type in mission.sqm
How do i add a checkpoint to a longer mission
class Item3 { dataType="Comment"; class PositionInfo { position[]={2998.9312,5,-1139.0781}; }; id=5; };
Ok thanks
Oh, interesting. I'm stumped too =)
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 🤔
Turns out a comment can be created with https://community.bistudio.com/wiki/do3DENAction
https://community.bistudio.com/wiki/Eden_Editor:_Actions
There's a delete option ya know? @chrome eagle
But it doesn't return the created comment.
@ruby oxide You need to use an eventhandler to return the comment, or check all3denEnties before and after to get the ID
Oh that's super neat! Seems like it should be possible to get a keybind for OpenAttributes.
Thanks @plain gale works perfectly now.
I needed a tool to mass highlight specific objects in 3den. In order to remove some addon dependencies.
Glad I could help 🙂
Does the land way point make the craft stop at it or touch down at it
land and turn the engine off, unless there is another active waypoint after that
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?
@raven wolf with endMission maybe?
Thanks, will try it out!
@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
Got it some days ago but thanks anyways
One message removed from a suspended account.
Any tutorials on the camera tools in the editor?
@solemn valley #creators_recruiting
@chrome eagle Do you mean moving the camera in Editor? Splendid Camera?
@kind prism Keyframe modules
Ah. Can't help. Hopefully clarified for a pro cinematographer.
How do I make a scenario where me and a friend can both be zeus and edit the scenario?
Maybe sync the Zeus module to 2 people?
Or like that
How can I make AI attacking a point?
_unit doTarget _point```
And where do I need to paste it, sorry I am new to editor
I was being sarcastic, my bad. what is this point you wish to attack? a position? a person?
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.
a Seek and Destroy waypoint could do maybe
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?
@primal wave https://community.bistudio.com/wiki/doTarget
Is spectate in SP broken?
seems to work fine for me
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.
I've tried google and I can't find anything that works
The owner of the mine, needs to be the unit. I don't know if there's a script command for it @onyx aurora
How would I set the owner?
Thank you so much, I've been trying to get this for hours
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"
Yeah, I just tried that thing you sent and it worked perfectly
Awesome
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
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.
Ah ok, thanks!
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?
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
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
read the biki about setObjectTextureGlobal and missionPath @cerulean sphinx !
Why? Isn't missionPath still useless with the global setObjectTextureGlobal?
lul idk KTHXBAI
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?
illegal game?
My game copy is very much legal and so (I hope) is the server that I rent.
Mods?
Playable units on the map?
Eden / Description.ext settings?
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.
*magic*
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?
is it possible to get rid of "Take Intel" actions on intel objects?
maybe make them simple objects or disable simulation on them
A few of them have non-script versions
tried disabling simulation and simple obj
Which one are you trying to use?
nvm found the non intel versionsof objs, thanks guys
using this in a trigger ```
0 spawn {
_person = thisList[0];
_person setDamage 1;
};
and im getting a missing ; error
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?)
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?
{ _x setDamage 1 } forEach thislist```
now getting a missing ) on this ```sqf
a = true;
while {a == true} do {
_val = if (buttonPressed = true) then
{
barrier hideObjectGlobal true;
};
};
invalid syntax
= doesn't compare values
and == true also makes no sense
bool == true is the same as just bool
_val = is useless too
trying to make the loop constantly check the buttonPressed variable to see if its true
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
you could just spawn the bomb itself?
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
yes, you should get its class name, then create the ammo
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
how do i transfer one variable from one init to the other?
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.
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
what?
why make the bool into a string now?
true and "true" are two very different things
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
I already told you why the boolean threw an error
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
@obtuse viper you could use (synchronised) waypoints with get in / get out / load, etc
Thanks my dude
Got the game 3 days ago and already have 24+ hours
Proving to myself once again
I have no life
You now have Arma life (not to be confused with (L*fe servers)
Welcome aboard!
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.)
@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.
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
Can I link the mine dispensers to a character spawned in
Mine dispensers that are placed in the editor I mean
setMineOwner iirc
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
(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
my code does what yours did ¯_(ツ)_/¯
i mean thats what i was trying to do but it never worked so couldnt test it
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?
hideObjectGlobal wasn't working properly on Dedicated servers, so was going to try that on dedicated
checkVariable is used in other objects' scripts
hideObjectGlobal always worked fine for me
just need to make sure its executed on server
target 2 means "run this on server pls"
so
[object, true] remoteExec ["hideObjectGlobal", 2]
ye
gotcha, ill try that
[left parameter, right parameter] remoteExec ["command name", target]
Can someone explain me how to make a AI turn on sirens and lights of ambulances or police car when they enter a trigger?
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.
Where can I find it?
Nvm got it
how can I disable a trigger from being triggered even if its condition are fullfilled?
disable its simulation, or set a boolean within the condition @eager hull
I don't see any init or simulation checkbox
there is none, enableSimulation
I see
have you tried the wiki ?
How do I set the thermal temperature of an object with the init
setTIparts or some command close @ocean kraken (see the wiki)
How do i open Virtual Arsenal
depends on the situation
here are some good explained examples
https://community.bistudio.com/wiki/Arma_3_Arsenal
1.Is server maps created are created in eden?
can you rephrase that please? i have no clue what you want to know
I add some objects to Altis in Eden. Then I want to get that objects on my server
Create map in eden and then upload to server
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
Ok
@prisma oyster Can I use objects from workshop and then save it as multi? These objects will save? @prisma oyster
if the workshop item needs an addon, your mission will too
Hm so If someone will try join to Server first he need to download that addon files?
yes
how do you make a street light glow?
@solar rivet see https://community.bistudio.com/wiki/switchLight
is goes somthing like this?
(object lamp_10) switchLight "ON";?
@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.
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
Im wrong they do a complete 360 and start tking lol
hi! im new to editting and i need help, im making a server baseand rn im trying to get respawns and role screens ready
@dim kindle
hi new to editing and need help, i'm dad (taking Lou's role here) 😉
JK
did you read through this page?
https://community.bistudio.com/wiki/Arma_3_Respawn
it has examples on the bottom
i think ive solved it, ill check the video out in the morning after chores
can you rebind editor controls?
yes, in Options > Controls afaik
I only see camera controls unless I'm blind
and I don't think its the development one
what do you want to change? if it's Ctrl+N/O/S, no can do
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
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
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!
what mod exactly? there are some around...
@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
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
http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 sorry,this is the mod。
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...
Yes, the problem is that these AIs do not attack players, but I have set them to active attack mode
Does not matter if they are friendly
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/
DOWNLOAD MOD - STEAM WORKSHOP DOWNLOAD MOD - GOOGLE DRIVE Bug Tracker / Suggestions This mod includes place and play zombies & demons with custom animations and unique customisable options. They can be found in mission editor and will attack any enemies they know about based ...
@last aurora tks,i will read it !😀
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
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
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
@silver dune ok,but tks a lot!
what's wrong with this script? "fire-1 commandArtilleryFire [markerPos "opfor_firemission", getArtilleryAmmo [fire-1] select 0,5];"
I'm getting a generic error
fire-1 whats that?
commandArtilleryFire takes an object, object - 1 makes no sense, thats invalid
Can't substract from object
@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?
looks correct
@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?
type doesnt matter
is there a minimum/maximum range?
ok, I just crashed the game after trying to take off in a jet and I lost all my progress
excellent
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
which part isn't working (as expected)?
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
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;
};
};
@fading goblet where do i use this
I have it in the preInit EH of my mission framework, although it should also work in init.sqf
in the code? or in a mission option?
module
also my next issue is a set arsenal for both ace and vanilla
init.sqf is a file you need to add to your mission
im new and confused
and above will create the roles/loadouts for Respawn, which will work as long as the mission has the loadouts configured
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 ??
This is the Arma Discord, not Ylands... there's another Discord server for that
I added some zombie mods in my server, I refer
https://forums.bohemia.net/forums/topic/221987-gf-auto-population-script-mod/, but in my mission these zombies never attack players, I do n’t know where to disable it The script of AI attacking players, I searched for disableAI globally, but found nothing. who can give me some advice? tks!
Stupid question, trying to have some units start out in a parachute, how do i go about doing that?
Give them a parachute, and place them high in the air @wispy lake!
If I'm correct any unit placed 30m or higher from the floor will automatically deploy it's parachute
I remember correctly that doesn't work. I added a parachute attribute with my mod.
hey im having issues again, id like to havehelp via voice chat
@dim kindle
writing down your questions might het you help faster
getting a multiplayer zeus game to work, two people have zeus permissions, and loudout consistant respawns
i really need help
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.
You can make a test mission and launch the game directly to it with a shortcut with right launch parameters.
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.
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.
to save on performance, is it possible to hide every object inside a specific area?
Disabling simulation might be better thing
I assume we're talking about objects that come with the map, right? Disabling simulation for them isn't an option afaik.
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
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.
I indeed am, was just wondering if there was a workaround for it
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.
and it is very very dense, damn I should start making terrains
Yeah that just can't work.
@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.
I'd wager he has a lot of other objects in there too.
Solution was: grass cutter with disabled simulation
Exact question I had!
Maybe ask reyhard?
Question on tank DLC mechanics
Answer on tank DLC mechanics
Damn I was gonna say that
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?
you still need a AI in the driver seat to do the actual driving afaik
@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!
Is there a script or something? Imntryingnto do a proof of concept thing and milsim communities hate AI
But thank you!
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.