#arma3_editor
1 messages Β· Page 33 of 1
Oh that's really old
hey guys, how are you? I'm new here and new to arma scripting! I'm a programmer though so I'll try to avoid obvious questions haha. Anyway, just wanted to ask, the condition of a waypoint is actually for the next waypoint?
"When the waypoint type conditions are met and this expression returns true, the waypoint is completed." This is kind of ambiguous, but if I understand it correctly, this means the waypoint is executed but not completed until the condition is met, right?
yep
this current waypoint will "hold" until its conditions are met
The best way to lock a waypoint then is to use a trigger correct?
not especially, it depends on what you want to do
Currently I'm just fiddling with the editor to learn its basics. haha. What I want to achieve now is to make a unit wait on its current waypoint or task, until another unit completes a task.
I'm setting a variable to true on the task I'm waiting for while checking that variable with a trigger to release the first order
I'm using the move waypoint just to see if I understand it
still, it is a bit unintuitive
and it doesnt work haha
you could set the variable itself as waypoint condition, provided you set it to false somewhere before π
(or check with isNil until it exists)
hmmm
thanks man
@prisma oyster last question, even after reading the docs and watching some videos I'm failing to understand how the waypoint works. I have a move waypoint for a unit, I have added a trigger to it with the following condition not isNil WP_UNLOCK and WP_UNLOCK . The waypoint seems to ignore the trigger and works anyway. I have also tried placing the condition and even the variable directly on the waypoint condition without success.
isNil takes a string
so it would be not isNil "myVar"
you'll understand in ~1000 hours π
but welcome aboard, and don't hesitate to ask about #arma3_scripting issues π
at 1000 hours you'll understand the basics, after that the fun starts π
but you can always ask Lou to change the wiki if it's unclear π
hey!
I'm watching several videos here and reading and I noticed the pattern that everyone uses, adding a move waypoint on the foot or really near the unit and then adding the "real" waypoint, using the first one just to stop the movement
weird
I guess BIS logic is different
Is there a way to accelerate time while in spectator mode?
in multiplayer? no way of course
Hi guys, im trying to have a placed back pack stay where i put it when i enter splendid cam. but it just disappears whenever i try to go to splendid cam. Could someone help me out?
is the backpack inside a building?
they seem to have problems when rotated or in structures
they tend to go flat near the nearest flat ground outside the building
Possibly the placement clips through the structure and falls. Using attachTo to anchor it could work.
In Eden, press 3 (not on the number pad) and you can rotate the object @dim kindle
You can also use the in-editor tutorials π
hey, does anyone have any idea how to place individual magazines in the editor?
if you use the search bar with "magazine" you should be able to find most of the available magazines @dense island
in the Editor? no there are no magazine
then you would have to createVehicle a "WeaponHolder" and addMagazineCargo @dense island
my bad for earlier btw, mags are actually the only weapon-related things missing from Eden!
not knowing is a thing, bringing wrong answer is wrong in my eyes :p *committing sudoku*
private _myMagHolder = "weaponHolder" createVehicle getPos player;
_myMagHolder addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 1];
were do i need to place it in ?
in a script, wherever you want? in the debug console to begin with π
oh i tought in a Object
hey to code dosen't work :)-
hmm
no can do without mod then, else scripting
can I disable a vehicle from steering?
alternatively, is there any vehicle with no suspension(or technically super suspensions) that can go perfectly straight without moving its nose?
my first choice was the vanilla wipeout, but for some reason it slightly steers to the right
second choice was the kart but that also seems to steer to the right
yeah no vehicle seems to be able to go perfectly straight
even tracked vehicles
Yes π maybe you had a pad connected to your machine
nope
I tested on the vr map, go fast enough and all vics modded and not, will eventually strafe either to the right or to the left
aaah, now that you mention it⦠I did some "straight line" tests some months ago, and I noticed that but I blamed it on some accidental input
tried on almost every vic,those that don't wobble by themselves (wipeout, karts, quads) tend to strafe, is there really no way too keep them straight? In my case it would either be perfect or not work
what is your case?
its a plan so stupid it might just work
I'm trying to create an effect of a train inside a tunnel with the player on it, of course we all know how much arma likes to have things to move on moving things, so I'm attaching every tunnel piece to a vehicle and looping it forward
it did work in a rough sketch, now I just need to make it plausible, by making the vehicle moving without turbolences like sunspension wobbling and strafing
I HAD THIS EXACT SAME IDEA FOR OFP (from an Unreal Tournament 99 map, Train)
I never made it though ^^
well then if I were you I would play withvectorDirAndUp commands and functions π for seamless transitions
you should move the tunnel pieces by script, and when one is out of sight, delete it / reassign it to the beginning of the "tunnel"
by script, it will be straightforward
that was my plan B but I'm absolutely clueless on those things,
which is why I always come up with spoopy workarounds
once I attached a gate to a flying helicopter on autohover, and if you activated an addaction on the gate you would activate a playmove on said heli to make it fly upwards by 2 meters, enough to open the gate.
oh my xD
it worked flawlessly
whos the crazy one now huh?
well they've been using this trick in almost every train scene in videogames, from uncharted to literally jedi fallen order
no no nonono, it's my idea I tell you
of course, and it's hopefully not copyrighted ^^
shhh
the disney overlords might hear you
arma could use a simpler way to move objects
I understand the current concept but it would be so useful to be able to set [starting 3dcords, arrival 3dcords, speed]
functions exist!
and if not that, you have modules since Tac-Ops I believe
yep, you have bezier interpolation, linear interpolation, rich curves, etc
https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_1.78
but basically all you need is a "slide" on one axis!
those are surely words
I feel like of all the stuff you can do the campaign uses 4 of these functions
hehehe
attachTo is performance costy, from what I heard
but if you still want a hacky and easy way, maybe a flying drone could do?
depends on how you use it, well the quad-drone literally rotates 30Β° just to go forward, imagine the entire tunnel rotating with it
if you meant the fixed wing UAV it has the same problem I've encountered with other planes, which have x2 the directions they can strafe to
still hacky, setDir it all the time
(a plane or plane-drone would be better for that)
no but really, I can script that
not right now, but I can totally create this stuff (finally)
when you do something let me know(I'm sure I'm not the only one interested in it)
I'll keep trying in my own cheaty ways
and if you want an extra reason
whoever does it better gets to claim the idea
flattery will get you nowhere! (but please continue) π
Anyone online that know how to use the Alive Orbat?
quick question, where do I find config.cpp? I want to add more composition categories to 3den..
hmm.. alright, thanks @sinful zenith !
@inland silo There are quite a few mods which add new compositions, you might wanna check those out first.
thanks @plain gale !
sorry, wrong place to ask.
how to spawn this composition in Tanoe map? https://steamcommunity.com/sharedfiles/filedetails/?id=1621194013
Read the first line of the description
π
almost sure there is just a folder underneath the users profile that contains your compositions.
Guys, little question. - i want a mortar only using it's smoke-shells. i got this, no problem... but the unit is a artillery-support-unit. There i only see the "smoke" option. But it doesnt fire, although confirming the shot. When i play the mortar-guy, i have to reload. is that why it wont shoot? Any way to work around it easily? (firing with explosive works just fine, if i dont remove 'em)
try removing/readding the "smokes" magazine, it should reload by itself and the AI won't be confused
So simple, yet so genius.
Is it possible to copy only one classname from the loadout editor?
Ctrl+C ?
that copies the entire loadout
A trick I used was hovering over the item in Arsenal, which will show the classname, and then simply type it in my code manually
@gilded blaze what do you mean, one classname? one vest, or one weapon?
https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Equipment for reference
but nothing specific in the Arsenal editor
i already tried that but it doesn't seems like it has contact items
not yet maybe
i also tried "proving ground" from armaholics but i couldn't open it in the editor
"error when loading the scenario!", thanks anyway i guess i have to type it
Is it possible to copy only one classname from the loadout editor?
export loadout
open notepad
paste loadout
...
profit
If you have ace3 loaded (in the ace arsenal ofc). Make sure your cursor is on the item and you clicked it and then copy like normal. You will only copy the classname not the full loadout
Normal being Ctrl+c?
Yeah
Hey I had a question
I thought you could change specific states for units
All I have is skill stealth ammo
I was watching a video and he could change the fear of the units and some other stats but I cannot seem to find those
allowFleeing for "fear"
Where is that under?
I am under attributes - object states
All I have is skill stealth ammo, ranking of the soilder aswell as its position
Do I need Zeus or a DLC?
@finite arrow https://community.bistudio.com/wiki/allowFleeing
if there were additional menus in Eden, then yes you may need an Eden mod. try @plain gale's one
Does anyone mind helping me with alive modules?
I have followed the tutorials but still get an error that there are no assigned objectives
but I synced mil objectives to ai commanders
Nvm
Anyone know how to have a vehicle go to a move point on the road the shortest way possible no matter what?
So I have zones for infantry so when they enter the humvees are supposed to move up and support, giving the infantry heavy MG support
But when the they are engaged the trucks scatter out and no longer follow the file formation
Ok
Hello ! I am new in the universe of the editor A3, I try to spawn paxs when the blufors passes on a "Trigger", but not average, I have no problem to use the trigger for the crossing points but struggling with the unit / vehicle spawn with crew [This is for a small "Survival" mission] Thanks for taking the time to read this post, and thanks to my rescuers: D
paxs? @jaunty crypt
anyway, you can take a peek @ BIS_fnc_spawnVehicle there:
https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle π
Tanks @prisma oyster and for ennemies? (No vehicle) just patrol unit?
enemies*, oh Frenchie ^^
there is BIS_fnc_spawnGroup for you:
https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
you're welcome, don't hesitate to ask here
Was hoping I could get help with a custom image on a Rugged trail screen. I know there have been changes so you can place a line in the "Object Specific" area on the large Rugged Screen.
I've searched and tried a few things and don't know what I am doingwrong. I am of the understanding I can place -this setObjectTextureGlobal [1,"textures\hotb.jpg"];
Setobjecttextureglobal because it is for the server so everyone can see. "textures
hotb.jpg" is the location of the folder in the mission folder in the editor I am using.
EDIT/ take all that crap out I did, just place "hotb.jpg" in the object line at the bottom, place the picture in the mission folder and there it is.
Now if it works in MP
What am I doing wrong?
How to make ai sit down permantely in eden? Im using [this, "sit_low"] call bis_fnc_ambientanimcombat; they sit down then they get back up. I tried taking away all their weapons and set them to careless and hold fire but they stand up anyway
Ohh cool thanks
hi i have a question about the editor, how do i set a command for infantry to get in/out of a transport ? (apc,truck,heli)
with waypoints, F4 iirc (or shift+right-click, iirc too) @honest anvil
ah i see,thank you
is it possible to draw on the actual terrain as opposed to the map?
like hwo you can see triggers in the editor, but for normal players
I think you can see triggers in Zeus*? Or is it drawn "areas"?
yeah drawn areas for the regular players @prisma oyster
How is it shown for Zeus?
just as a regular trigger. what I want is to see a trigger(the blue shade area) in game as a normal player, in the game. or the areas on the map, but in the actual world
I got this part - I just wondered about Zeus because then it is not an "Eden-only" trigger drawing
Yet, I still don't know π
haha alrighty! I'll just use the map then I guess
Is there a remastered version of freedom fighters from a2
#end_of_life_arma @topaz needle
@broken inlet from A2
for A3
But not #arma3_editor anyway π
Sorry dont mind what I said then 
Anyone know if it's possible place the Ghost Hotel yourself in the editor? I can't find it...
@mortal kiln not from the editor afaik, but yes by script
@prisma oyster Can you point me in the right direction to a tutorial or something?
This way π
hmm createVehicle and CfgVehicles on the wiki
How to make your own Crate that shows up in eden like the weapons crate?
mod
You can also create a custom composition if you're using assets from your modset
Pop the desired crate, edit it s content and init then right click it and "save as custom compostion"
You can then find them in group under the sharingan like pattern
Does the variable names you set in the editor carry onto your sqf for (the same) mission ?
yes, that's their point
blunt
ok then
name a unit unit1, you can do unit1 setDamage 1 everywhere
oh nevermind i can't ctrlC ctrlV properly
π
it works waaaayyyy better with the correct variable name. Thanks @prisma oyster
How does exit with work ? do i absolutely need code or can I exitWith{} to exit with nothing
?
if (true) exitWith {};```
see https://community.bistudio.com/wiki/exitWith for more info @sharp blaze
yep
ok based on what the wiki page tell me
Syntax: ifType exitWith code
I got ammo crates that any player can reload anywhere
no i want the crate to be reloadable (dunno if the word exist) only "close to" a specific location
btw i'm mainly messing around with sqf to get a grip on it
if (condition_is_met) then {
// do something
};
// no else, do nothing if condition is not met
" the 'else' clause (if present) is executed. " didn't the if present part until you explained it !
the page could use a better description/better examples as well
now i got two addactions π
on each crate
this code
_distArmes = Carmes distance2D FOB;
if (_distAce<5) then {Cace addAction ["ace","Cace.sqf",[],1.5,true,true,"","true",5];};
if (_distArmes<5) then {Carmes addAction ["munitions","Carmes.sqf",[],1.5,true,true,"","true",5];};
is call in both my two crates with an execVM
both addactions seems to be working
yeah� no issue then?
nope, but you can link
yes�
I got two addAdactions
you run your code twice
no, this code is fine
somewhere in your code organisation
maybe if you did "execVM" forEach crate, for example
ah
let me look at it !
oh yeah found it !
now
one last thing after this i promise to let you be for this evening
go ahead, I will only stop answering when I am fed up π
yes?
yes
you did:
"if the crate is less than 5m from FOB, add the action"
period - nothing else
i mean if the xondition is true at start then i move the crate
the addaction will stay visible
if i understand it right
up to 50m yes
is there a way to check the distance and refresh the script when it moves ?
in the addAction you can set conditions, e.g player distance crate < 3 && crate distance FOB < 25
but that wouldn't solve my problem right : if the condition is true at start, then i can run amy from the fob with the crate and reload it anyway ?
nope, the condition in addAction is checked every frame or so
so that would solve it
just remove your initial condition and set it (as string) in the addAction
ok and checking it too often wont cause performance issue ?
don't make it too complicated, but distance check is really fine (it won't check if player is over 50m away)
(and not pointing at it iirc)
like 5 to 15 meters is fine
your call
ok and if i got perf issues i just put the distance threshold down ?
with pleasure
Hi guys, bit new to this but i'm searching a way to execute a script to players in a certain range of an item, someone to help me ? π
action?
G'day
Does anyone have any idea as to why the functions viewer keeps opening when in the editor?
You keep clicking on "Functions"
check you don't have mods, addons, and that you don't have a pad or joystick connected to your machine
if it keeps doing so check Steam file cache
@dim kindle
I imagine that this is a stupid question, but is there a way to open up the campaign in the editor to pull it apart and see how stuff works?
depbo the mission pbos, copy the mission folder into your missions folder
Where are the mission foldwrs?
Addons\missions_f.pbo iirc
Anyone here has the Whiteboard PSD Template file? Don't have it anymore and cant download it anywhere
@dim kindle did you find the issue?
@soft wagon Is it this one? http://www.armaholic.com/page.php?id=22970
PM'd you
is there a similar one for the infostabd(one leg) ?
Hey everyone.
Appreciate the quick answers I keep getting. You guys are faster than my office admin!
I suppose I have two related questions:
a) what server.cfg does the Editor use when starting a (test) multiplayer mission?
( thus, how do you #login as admin on your own Editor server?)
a) what server.cfg does the Editor use when starting a (test) multiplayer mission?
none, afaik...
( thus, how do you #login as admin on your own Editor server?)
you don't, when you are hosting you are already admin
@sharp blaze Here's a template if you still need one: https://drive.google.com/open?id=1mggJGTrvBBkt-fdfK_2OoLPpvcvDT-zB
Found one thanks !
@sinful zenith thank you. I experimented a bit with my own dedicated server, and I think I understand now what this post says:
https://www.reddit.com/r/arma/comments/2cqlw8/any_way_to_log_in_as_admin_on_a_nondedicated/
That it is not possible to log in and use admin commands on your locally hosted server.
May I ask what you use to check how CPU efficient your mission scripts are?
I wanted to use #monitor on a multiplayer mission hosted from the Editor.
Because I do not want to have to convert and upload missions to my dedicated server over and over.... π
i just write good scripts from the start, and run my script profiler to check for bottlenecks
@sinful zenith You are referring to this:
https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/ ?
Bravo! That looks like a lot of work!
Hopefully this will work on my locally hosted server...
yes that
Anyone know how to get rid of the Red rectangle in the middle of the screen when you use camCommand?
Question: What's the best way to make an ambient civilian population? I was thinking ALIVE, but I don't necessarily want everything being handled by it, literally just making a believable population
I should add the map isn't indexed by alive unfortunate
*unfortunately
TPW Mod in SP... Some parts work in MP
This would have to be MP I'm afraid
I think TPW CIV is cool for MP actually
Worth trying for the features: Region specific civilians in towns, walking from house to house and reacting to weather, cars and battle (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses, reacting to weather, cars and battle(TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS), playing music from their car radio (if using TPW SOAP). Drivable civilian cars parked by the side of the road near habitable houses (TPW PARK). I just listed the main features of TPW CIV... Very useful mod, more info on the forum: https://forums.bohemia.net/forums/topic/154944-tpw-mods-enhanced-realism-and-immersion-for-arma-3-sp/
There's also a component that does ambient sounds in built up areas, dogs barking, cat sounds at night, radios playing in houses, etc.
Hmm.. sounds amazing. Only problem is literally all of our modpack, except for this, is on steam workshop
TPW can be added to the mission file so does not need to be uploaded to Steam. He provides all the scripts for use there
Hm.. I was just reading through the readme, it mentioned that even if you do that, it still needs two addon files
Not that I know of... I use some ambient sound and animal components without needing addons
Hello all, whats the script to prevent jet pilot to start the engine i want them to stay inside the jet with the engine off, though i will set a trigger for CAS
setFuel ? @unkempt moat
@prisma oyster then i put 0 right ?
yep
yeah but to make them lift off when i will need them do i need to write the same command ?
with 1 to fill the tank yes
what i want to do is to use a chopper for insertion, unload the troups then go back to the helipad in stand by mode with the engine off rdy to extract when triggered
i don't want to put a loiter waypoint and let him wait at the far end of the map
Can any one help me make a op in ed
@remote frigate Need help writing an Op Ed? (Pardon, bad joke) What exactly you need help with bub?
@primal wave I just need some one in Eden editor with me helping make an app for a operation I'm doing with some guys tomorrow
is there a way to have a smooth transition between 2 post processings?
ppEffectCommit <transitionDuration> @eager hull
the biki page is a bit confusing, I guess there is not a simple way to apply that line above to a module
scripting only I suppose
the module has a commit setting
but it doesnt seem to work when going from a postprocess to another
aren't they added on top of each other?
they could, let me see
still, even if they merge it happens istantly without a transition
can't help much more on modules
nah they don't stack they disable each other
its alright thanks, I'll check out the script
Weird question, but does anyone know any objects that represent a 'stage' or 'platform'?
@deft mountain I know that the Contact DLC added some (huge) platforms, which are also available form the base game
Hey can anyone help me ?
On a multiplayer server i want specific users have access to function like
If the user UID is "..." then {this addAction ["..."]};
But how/can i do it?
_userIDs = [1234567890,0987654321];
if ((getPlayerUID player) in _userIDs) then {
player addAction [...];
};
or
// must be global
userIDs = [1234567890,0987654321];
this addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, {(getPlayerUID _this) in userIDs)}, radius, unconscious, selection, memoryPoint];
where 'condition' is checking the user
playeruid is string
using condition is very stupid
it would constantly re-check the condition, but its result will never change
I have an issue where the player kits aren't loading correctly and are just loading the original kit the guys were given (kit was edited by ace arsenal in Eden) any ideas on how to fix?
The file is being put onto a server as well
Is there a way to edit a map marker transition like in the tac ops dlc?
if they did, then yes it is possible
How do I setup a headless client for a singleplayer mission?
And what would I need to do it?
Could I make it a multiplayer mission but play it by myself?
@sinful zenith
I want to be able to spawn more AI without frying my pc
yes you can make a MP mission with just one player
not sure if you can just convert a existing singleplayer mission
I mean like create a mission from scratch and use headless client while making it
But I don't know what I would need, someone told me I have to buy another copy of Arma 3 to do it
and I'm finding conflicting information
Could I just use it to spawn more AI's without buying anything like that and just setting it up?
you add a headless client logic (in editor under logics) which adds a slot for the HC to connect to.
no you don't need a seperate arma copy.
you need some script which will distribute the AI's to the HC, for example ACEX has that.
then you launch a local dedicated server with the -client parameter. Many guides on google about it
so
for whatever reason
if you drive a car very close to a rock, it causes more fps drop than if you were away from the rock
I'm making this long ravine and the narrower I make it the higher the fps drop is
if you are within bounding sphere, it needs to do collision checks with the geometry lod
@eager hull are you doing it in editor...
editor is not for making that major terrain features
why cant you ppl get that
I though about that but I don't think it was close enough to check collisions
also @vestal perch I've been doing far, far bigger things got away with them
I do understand I shoukdnt but as long as it works Imma keep doing that
would that mean that if I had placed said rocks in the terrain builder it wouldn't be a problem
dunno. some of the Arma rocks have issues that may be model related too
I though about that but I don't think it was close enough to check collisions
if you put the whole rock into a ball, such that it completely fits into a ball. Were you inside or touching that ball while driving?
also the bounding sphere may be much bigger than the actual model if something went wrong during encoding
find out what p3d specifically was causing the problems, tell me which and I can tell you whether its broken and needs a feedback tracker ticket
I think I was outside the sphere
used first the mossy tall rocks and then the light grey flat rocks
yeah makes sense
the flat one did made things less laggy
but even at a fair distance it had drops
the have quite complex geometries
that sucks
is it possible to disable collision?
whats the point of having the rocks if you can go through them?
https://community.bistudio.com/wiki/disableCollisionWith is a scripted method, which IMHO should only be used with AI
because AI can sometimes bug out when driving vehicles, while real players should be able to drive without hitting stuff π
Oh I see what you mean
what do you think about my plan
I disable collisions and place invisible walls, which I think have smaller collisionchecks
Im also putting foliage between the road and the walls so it should only be if someone idk passes out on the wheel
it that is solving your issue then why not π
Ill check
hahahaha
IT WORKS
once again noone will stop me from making huge laggy contraptions instead of learning how to make maps
You are an inspiration
Hello how do I make it so a unit in editor still remains within a group but does not go into formation as soon as they spawn?
doStop myUnit
``` @half scarab
cheers
3den enhanced also adds a checkbox for that iirc
is there a way to apply a script on an entire group? instead of doing it individually
What is the editors camera name? I wanna set its' vectors
like how Zeus is curatorCamera
I think its called something like 3den camera? check the functions page on the wiki @lost peak
Will take a look - thanks π
@lost peak get3DENCamera https://community.bistudio.com/wiki/get3DENCamera is your friend π
is there a way i can disable tfar in-mission to simulate an electronic warfare (jamming) environment? then perhaps have it turn back on after a specific objective is completed?
I need some advice on designing/implementing a kill conformation mechanic into a coop scenario I'm creating. I want to give the players to option to capture or kill a target who is on a set path. If the players take the easy way (sniping from afar or shooting his personal vehicle whit anti tank while on the driving part if his route) I want to add something that forces them to be close to the downed target and have to spend a minute or two there. Does anyone have a second to help me figure something out?
I was thinking of either having them take a photo somehow, after much googling that seems too ambitious, or maybe collecting DNA/fingerprints/cut off a finger/make dental impression... something like that where they have to interact with the body and one team member has to be unable to fight for 60 seconds or so of just random animations, like the ones in ace medical. Adding some kind of progress bar or timer while the animation is playing would be a bonus. Any help/tips/ideas would be greatly appreciated.
@modern stag you may want to take a look at BIS_fnc_holdActionAdd π
@golden marsh you could remove everyones radios. Or turn them off (1.0 only)
@sinful zenith my unit uses v1.-1.0.318 (the beta) is it still possible? any links you can share so i can read up?
my google-fu is failing me :\
yes, thats the beta
btw 325 is the latest
handheld AND backpack radios?
do players have multiple radios?
infantry carries short-range and squad lead carries long-range
isNil {
{[_x, false] call TFAR_fnc_radioOn} forEach (TFAR_currentUnit call TFAR_fnc_radiosList);
{[_x, false] call TFAR_fnc_radioOn} forEach (TFAR_currentUnit call TFAR_fnc_LRRadiosList);
}
this turns all short and longrange radios (that the local player has) off.
replace the "false" with "true" to turn back on
ooo, where do i stick the code
is that something i do in editor attached to a trigger?
whereever you want?
When your jamming is supposed to start
yeah you could put it in trigger onactivation. But then it would disable for all players when the trigger is activated (which i guess is fine)
i would like radios to be functional at our base, then when we enter the mission AO they cease to function until we locate the jamming unit and destroy/disable it
i would like all communications to cease to function for all players
don't know enough about when where triggers execute their code
sorry my lack of knowledge, the code you posted, is that something I can do in zeus or?
i guess try around. But that code in trigger activation might disable all players radios, when the first player enters the AO
yes, you can also do it in zeus if you can global execute
ok that makes sense
thank you so much for the help and info! I will report back on my success/failure!
one more question before i retire for the night, i noticed you said "local player" does this work on dedicated servers?
the script, needs to run on the players machine
running it on server won't do anything
locality and such
so if I understand correctly, rather than using the script via zeus on my local machine, i should attach it to a trigger to run for all players on the dedicated server?
again sorry for the 20 questions, I'm still learning the ropes
yes
Just, like don't run it on server only. like with a serverside only trigger or smth
it needs to run on the players computers
looks like I have a lot more research to do
[type, position, makeGlobal] replacing makeGlobal with true | does this look right?
i just realized I'm in way over my head lol
i don't know where that thing comes from. So can't tell you what it does ^^
I was looking at this link https://community.bistudio.com/wiki/createTrigger
you normally just place triggers in editor, not via script
but yeah, makeGlobal would be a global trigger, which is default if you place one in 3den
oh that clears that up! nice one
is there a way to make a rabbit bigger without mods?
i made a rabbit hunt mission for my friend and want to make a giant rabbit for fun
no, and you even will need to make a new model for it
although you could use something like the COXHOUND mod to add some funny units π
hey so uh
does anyone know why AI works so badly
for example, tanks on safe mode will derby off of the road with other tanks
vehicles won't stay and let troops get in and they just joyride and run over infantry
The AI got broken over successive updates from Apex onwards and now it is in such a state that BI wont touch it anymore. So many aspects are broken including a lot of the behaviour around vehicles that a lot of mod replacements for the FSM and such have come out over the years to try and address it. We talk about it quite a bit in the AI channel.
that's so dumb
not sure if this will emb but
here's what im talking about, they act like its kill or be killed
that's a lot of AI doing strange things...
never seen that happening, although I usually make sure AI can't do stuff like that and script everything
another example
tanks getting out of convoy formation to legit just brawl and kill everything
even if i put them in the convoy vehicle and then test, infantry just get out of the vehicle to run around and get ran over
I had a good laugh, t(h)anks π
i have even more cancerous clips
one being a t-90 flying high in the sky from a hand grenade
welcome to Arma!
https://gyazo.com/31b873b491fded8f9e6984043ba0ad4a
was godded because I felt like sharing how weird arma's physics are
showing off how a hand grenade flings a t-90,
trust me, we know
"tank vs bicycle"
tank 0 : bicycle 1
feature since Arma 2 (or even before that, don't know)
feature
ah yes
does anyone know how to stop infantry from getting out of vehicles
they keep thinking that they have to go out
only when i group all the vehicles to the convoy leader
the convoy leader doesnt have that issue
lock (or "SAFE" behaviour) @dim kindle
set it to safe, they still get out
set it to lock, still get out
this game would be the biggest meme if it couldnt do convoys
what makes them get out? what is the context? (attacked, relaxed, etc)
it's as soon as i start the mission thing
scenario
they're relaxed afaik
but for some reason they are given orders to dismount
I thought Eden would do it by itself, but try assignAsCargo
as an init or
for example yes, it's only to debug
they still got out
How does one add an EH to a mission file, much like how 3DEN enhanced does it? nvm i'm being an idiot 
Does anyone know if any of the RHS or CUP helos have working searchlights like the vanilla wildcat?
driver helo disableAI "LIGHTS"; //Stops the driver from turning the searchlight/headlight off (or on, for that matter).
helo setPilotLight true; //turns on the searchlight/headlight of the helo.
A google search will give more related info, but try this to see if it does it. It's possible they were not setup for this command to turn then on/off
how does one make a singleplayer respawn in eden this days?
overriding onPlayerKilled.sqf iirc @rotund comet
Does anyone know how to use the VLS system as fire support
Yeah
is there any link for that, wasnt able to google this
On my phone in a bar I'm afraid.
i got a singleplayer scenario where i have ace modules in my zeus, like ai garrison. when i make a own mission with zeus, and add a zeus game master module to me, i dont have access to the ace modules. any idea how to fix?
make sure you all all mods/dlc's to be available by Zeus
if you double click on the Game Master module which you placed, there's an attribute which you can set to "Addons present in the mission" (instead of "All official addons" or "None")
ah thx!
well if i save my scenario i wont find it in singleplayer. there are some cases about that, but some of them are quite old too
maybe i just copy it to a different location?
Wtf is eden
Eden is the 3d mission editor
@hidden quest
https://community.bistudio.com/wiki/Eden_Editor
it is the activation of the trigger, if necessary I can record a video
why using 2D editor?
Hello, i havent played around in editor for quite a long time. Now, i have a marsoc team in a helicopter, and its supposed to fly in, be dropped off and the the heli leaves.
My waypoint setup doesnt work, ai loops getting in and out of heli but doesnt leave it.
what qaypoints are the correct ones to use?
Ah alright i figured it out. Waypoint "unload transport" and then another one for the heli to move away. Inf doenst need any waypoints to get off.
@@prisma oyster Got used very much to 2 d style
not supported anymore, and you can still edit in 2D in Eden by pressing M
I know it
Basically you may just have to learn to use the 3D editor and map view
any reason why sleep doesnt seem to work in triggers?
You have to add respawn through the multiplayer attributes @hearty loom , or do you mean that you can only not respawn when you're a virtual entity?
Is there a way to spawn the RHS Scud missile by itself without the truck?
Idk I was trying to see if I could get it to launch after a timer starts or something
Is there a way to spawn the RHS Scud missile by itself without the truck? To just look at the missile lying on the ground? π
rfol
is the respawn for every side?
Also why do you need to respawn as a virtual entity 
Check if the variable name of the respawn marker/object is just called 'respawn'
just respawn is everyone
oooooh
Can you tie artillery together so that when you call support it calls it for all of them instead of one at a time
Are there any "essential" tools for Eden which don't create any dependencies? I already got 3den Enhanced.
I do a lot of Vanilla Missions for Zeus so anything that makes things even easier or advanced is always appreciated.
If you dont have it already achilles for when you're zeusing of course
iirc that works fine even if only the zeus has it
server might need it? not sure
I mean, for Eden Editor only, I already got Achilles whitelisted on my server
Mmh I remember some other mod but I cant remember the name
I remember that theres a mod that lets you quickly create interiors but im not sure if that was editor or zeus
Oh yeah I already got that, works for both it's called ZEI
Super useful I also got ZEC for compositions
ah yeah thats it, thanks
@pseudo matrix Check the latest version of 3den Enhanced. I added some links to Eden mods in the menu strip.
@plain gale Do these addons create any dependencies in 3den? I want to avoid those.
They should not. Maybe the Extended Eden Objects one
The other ones only add tools of I remember correctly
Can't check that right now
I have a bunch of units placed in the editor, all with different code in their init. I'd like to use the debug to run code to take all of them and replace them with a different unit but same code in init. Is there a way for me to get that code through the debug?
Anyone know of there being any flag covered casket or soldier memorial mods?
Currently working on a project and hoping to add some extra detail and depth to the story.
Hiya,
Would anyone know if it was possible to make/change markers to a custom RGB color?
Using the setMarkerColor command, the options are limited to the strings mentioned in CfgMarkerColors, example:
marker_1 setMarkerColor "ColorPink";
However, the table in the wiki also gives RGBA values. How would you use (or specify) those?
@signal cloud Hm. If your replacement has a similar classname (eg infantry), then you could get away with a GREP command or search and replace in the mission file. Don't know of a straight debug command..
@signal cloud I'd just replace the classnames in mission.sqm
Oops. Me slow reader and fast writer :D
But do that on a unbinarized mission.sqm, otherwise you'll brick your mission
@primal wave you have your answer with setMarkerColor; it unfortunately only takes a string
Is the headless virtual zeus worth
what is a "headless virtual zeus" ?
Instead of a soldier you're a floating entity that can hear people when getting close n what not
But i aint sure if its worth
Normal zeus
I don't understand the question.
You gain being able to hear people close to the camera, you loose... nothing.
lose*
Is there some where or quiches codependent etc that I can have that go into detail with how to script AI for cinematics, Iβm failing to find anything that helps anywhere?
Would love if o could be pointed in the right direction
Depending on what you want to create.
If you just want units to move from A to B, simply set some waypoints.
For more specific stuff there's the unitCapture system (see BIS_fnc_UnitCapture)
I mean allowing them to aim shoot and use the animations going rom a-b using certain animations
And using more then one at a time?
that stuff isnt really documented much.
Cutscene sequences can be simple waypoints or complex compilations of various scripts timed together
you can look into how Arma 3 cutscenes are made I suppose
but also you likely will just need to explore how scripting and AI behavior works in general.
Thatβs what I need but a staff point so I know what Iβm doing would be great, as Iβm finding very vague information on how to do it
Is there a way to set any texture other than the diffuse in editor?
I've got a mission that retextures the buses, but they look awful because you can't change the detail/normal, so it's on top of this
@echo haven unfortunately that is how it is when you want to do the more advanced stuff with Arma. Things are not documented.
@worldly steeple basically youre doing it wrong
your diffuse is wrong kind
@vestal perch is there a document of basic commandos and ones in the middle
you cant just slap a single color texture on things and expect it to work
@echo haven there is BI wiki with all the scripting commands listed
right, see the bus next to it. I just made it solid color to show how grimey the detail map is
@vestal perch apologyβs are you able to link it for me?
no. google arma 3 scripting commands
@worldly steeple detail map is not suppose to cover poor texture work. it just adds some difference to the surfaces
Are there ways to add in your own commands? I had two wave points added 1) to pick me up and 2) to take me to another location. It landed for a second and took off without me. What do I need to do?
Does anyone know how to make the "Cargo Platforms" from Contact editable in Zues
In Zeus, search "edit" in modules so you'll likely find a module which allows editing of mission if that's what you mean. If you want to inherently place the cargo platforms, I have a mod which allows all terrain objects to be used (I saw those cargo platforms in the empty section of objects earlier).
Not sure if you seen this @earnest kindle, but I tried to help you.
Ah perfect
thank you imma try it now
I went ahead and tried it
im basically trying to get the spawnable platforms
to edit the features on them (like height adjustment and moving the side slats down
except obviously in Zues
Zeus*
Ah all good and how'd it go?
Speaking of that also, I don't think precise movement can be done like that in Zeus unfortunately.
Like, you can hold Alt to change the height, but its not precise.
Ive set up a scenario but im still new. Anyone good at editing fancy helping me tweek it. is there ways of setting up prisoners etc
@ionic zinc You can always specify exact height with the Z coordinate under Transformation tab in the object attributes.
Can you do that in zeus? @primal wave
Iirc that's 3den only but I never really checked
Ah that's cool @primal wave, never knew that could be done in Zeus.
okay, so if we know what it is we might be able to help
@broken inlet Didn't think so. Unless you use tricks like BIS_fnc_setHeight from a console, or an addon like Ares. However, I find if your camera POV is at right angles to the direction you wish to move the object (eg looking directly down on the object if you want to move it across a surface) you can get ... sortof precise ... .
Have a question myself, actually
Concerning respawn behavior.
I've got a cooperative multiplayer mission, respawn type "BASE".
The respawn positions appear on the map fine, but, in this mission, my respawn timer remains 30 seconds.
Two questions:
-
Where does Arma get the 30 seconds? My description.ext has " respawndelay = 10; " ,
and just to double check, I set the same value in the Editor multiplayer menu dialog to 12 seconds for debugging (this I checked by reading the unbinarized mission file). -
Why, whenever a trigger fires, is the respawn timer RESET to 30 seconds? Note: the triggers are BLUFOR present activated (activate as intended), have countdown timers on them, and trigger an ordnance module.
Note: using debug console command " setPlayerRespawnTime 5; " successfully changes the 30 second timer to 5, until it is reset again to 30 by another trigger firing.
Been puzzling on this for 2 evenings. Any ideas?
so uh, I've made a mission and want to do some script editing with it, been looking online but haven't found the answer i need.
So, I've made and saved the mission, if I export it I can find the PBO. To add scripts to I just export the PBO contents, edit and add to it, and re-pack it?
How would I still edit parts of the mission and just test it works in the editor after you re-pack it all, can you edit it once you re-pack or even just export it?
The missionfile is inside your documents folder while its being edited in the editor @sacred schooner
as in you dont need to export it to pbo to edit it
Oops hang on, had a moment there.
was looking in just Arma 3/missions, it's all in Arma 3 - other profiles for me.
All good now thanks for the help.
@hearty loom glow how? Picture? Any mods in use?
How to use the helipad properly to get AI to land on the carrier?
whenever i try to place the helipad on the carrier it goes through it and sinks into the ocean causing the AI pilots to hover over the carrier
I have no idea what Iβm talking about but have you tried disable simulation on the helipad if itβs falling through?
@crisp leaf disabling simulation causes them to ignore the helipad it seems
its good thanks for trying, the helipad also still stinks through
Check your difficulty settings @hearty loom
got to say I dont see anything..
it is the "advanced field of view" (or something alike) in the difficulty settings @hearty loom
mhmm australian prison, american police, middle eastern criminals
Good 'ol Altis
Hey guys, I want to create a piece of intel which, one picked up, adds a bunch of markers to the map which I previously put down in Eden. How can I do that?
Also, is there any way to make it so that these markers appear for every player, and can I make it that if they do pick it up, a hint shows that the intel was picked up?
you can do everything π
Is there any documentation I can find for that? I haven't found anything so far.
basically, https://community.bistudio.com/wiki/
but mostly, #arma3_scripting would be the ideal way to go. there may be a solution through Eden itself
Thanks!
do you have scripting experience or none at all?
None at all I'm afraid. I just got into it in order to make my Zeus missions a little better by creating them in Eden.
through Eden, you would have to:
- create your markers as you want them, but set their Alpha to 0
- give the intel piece a variable name
- use a single-use server-side trigger with condition
isNull theIntelName - in the exec, use ```sqf
"intel picked up" remoteExec ["hint"];
{ _x setMarkerAlpha 1 } forEach ["marker1name", "marker2name", "marker3name"];
Thanks a lot! Will I have to put the script in the object which will be picked up?
if the object to be picked up is not a pickable "Intel" item but a standard one, you will need to use an action on it
this addAction ["Pick up intel", { deleteVehicle (_this select 0) }];
``` I believe
Oh wonderful, thanks a lot again! I'll try it out, I owe you one π
I accept beers and dad jokes I don't know in payment π
Wish I'd know some good dad jokes, but maybe I can spend a beer in the years to come ;)
Just one last question: How do I set these markers up that they get 'revealed' only after intel was picked up?
place them in Eden like usual, name them of course, and set their Alpha to zero (I don't remember if Eden allows it though)
if not we can do something else
I tried that, and set three Markers' Alpha to 0, but it sadly did not 'reveal' them.
Oh hold on, I was stupid I didn't properly follow instructions. Let me try again π
Alright, I called my piece of intel 'document' and created a map marker called 'marker1name', both variable names.
I spawned a trigger from the Triggers category, and set Type to 'None', Activation 'Any Player', Activation Type 'Present', not repeatable, and server only.
Condition is "isNull document".
nonono, activation "nothing"
Alright, let's try that!
Oh, it worked!!! thanks a lot Lou, you helped me out a bunch! I found my mistake - I put the
{ _x setMarkerAlpha 1 } forEach ["marker1name", "marker2name", "marker3name"];```
you sent me in the 'Upon Completion' in the folder... (I'm using 3den Enhanced)
I now put it upon completion in the trigger, and it works like a charm π
So, out of interest - this marks these markers for everyone who is in the server, and also to any new people who join right?
The effect is global and also for new players
Thanks a lot! This is really exciting, never knew scripting could make such a difference. I'll definetly look more into it π
It's a lot of fun once you get the hang of it π
Does anyone know the script name for Syndicat? Trying to use them in ALIVEmod but their website isn't working so I can't find their script line to be able to overide the faction.
It's not IND_C_F right?
IND_C_F is correct according to the biki
Thank you!
Hey guys I'm trying to do some single player antistasi, one of the blufor versions, and the AAF are spawning as Syndikat units. Running no mods. Is there any way I can change the units by editing something? Kinda lost here
Is there a way to code the init3DEN.sqf to collapse all layers? When I open my mission (Has thousands of placed mission objects) I get 20 FPS due to all layers being opened under the Entities list on the left, but I got back up to 120+ FPS once I collapse it (Click [-] button)
Don't see an an action in actions list to do this either
Hey I was just wondering how hard is it to make a basic mission in the editor (enter village, clear houses, exfiltrate)?
Btw my experience is nill.
@unkempt bison this will collapse the 3den entity list ['collapseEntityList'] call bis_fnc_3DENInterface;
ily
expandEntityList doing the opposite π
and ['collapseAssetBrowser'] call bis_fnc_3DENInterface; if you need to do the same for the right panel.
Thanks Chief
@tranquil violet A basic mission should be quite easy. Just try it and ask if you need help #arma3_scenario
alright thanks.
@tranquil violet Hey bub!
If you want to quickly entertain your friends without a big learning curve or long prep, I recommend using the ARES mod (optionally; your friends will not need to download it to join), and hosting a Zeus game mode. You can set up firefights and equipment quickly with that, and change things as your mates play.
If you want special things to trigger, have a nice looking briefing, restrict players in a special way, specify equipment, try some special scripts you found online, then it will be time to graduate to the Editor. But you will be surprised how much mileage you can get out of the Zeus game mode. Just look at other Youtubers.
Iβve been trying to setup a trigger that ends the game for a co-op scenario. But nothing I do works. Iβve set it up as a βend when opfor not presentβ and a setup with two triggers but nothing I do seems to work
@oblique karma Does the trigger fire at all? Eg: did you add a hint to the On Activation box to check? You can also use a scripting command in the On Activation to manually end it: https://community.bistudio.com/wiki/BIS_fnc_endMission
It seems the trigger just isnβt firing because I already tried the script. Iβm not sure why though unless dead opfor still counts?
Condition "this"
and
On Activation "call BIS_fnc_EndMission"?
Thanks Metin! I'll give it a look later
@oblique karma A dead Opfor unit should not count if you chose OPFOR and Not Present. But I would focus on why the trigger is not firing. Adding a-
hint "trigger fired";
- to the On Activation box gives instant feedback.
Ok it looks like something is firing
Gave me some sort of error
'...elect 0;
_this = this select1;
_end = #_this param [0,"end1",["",[]]]];
_win = _...'
Error Undefined variable in expression: _this
This could be relevant @oblique karma https://community.bistudio.com/wiki/Variables#Scopes
yeah but the only var its calling is the BIS_fnc_EndMission
That's a function
Or sorry a function
But that function should be a global
Or when calling it I need to say global_BIS_fnc_endmission?
Yeah I meant that there could be an issue with the use if _this, I haven't looked into scopes myself yet though
The function is fine
I didnβt use _this though just βthisβ I checked for spaces as well
Since the error is
Error Undefined variable in expression: _this
The script snippet shows you defining _this though, no?
It does but it still shows up without a _
Btw what's the # for in
_end = #_this param [0,"end1",["",[]]]];
?
Iβm not even sure
Itβs just the message it gave me
All I have is a trigger
Condition: this
Oh so that's not code you wrote, no?
No
Itβs just a little error on a black box that shows up when the trigger activates
Ye
Hm I might have an idea what could be the problem but I'd have to look at arma to check it and I gotta get to bed
I'll leave it up for the smarter peeps 
Aight
@oblique karma How do you call the function?
nvm I got it fixedc
once the trigger started working I changed the type to end and it worked
π
can someone help me string some deck crew animations together in 3den using triggers
cant seem to get it to work
Sorry if this is a stupid question, but: is there a way of creating a map marker where you can choose the width and length that you want and have it double as a giant grass cutter where anything inside of the marker removes all grass within?
I want to build a FOB but the area is just all grass and I really don't want to have to put down a crap ton of large grass cutters. So I'm hoping something like a map marker in 3DEN can somehow be used as a custom glorified grass cutter of sorts.
unfortunately no, grass cutter objects is the only way
Ahh, ok. Good to know--thanks!
@weak spoke I think dedmen posted out one max sized one as p3d somewhere in this server.
hmmmm ok
Total Editor Noob here, just started today and have a few questions:
I'm making a scenario centered around the pegasus airfield on malden, adding a ton of bunkers, salients, and watchtowers to the beaches. How practical would it be to have like 200 OPFOR troops running around?
Is there a tool that lets you "paint" barricades, sandbags, walls, and the like? positioning them manually is kind of annoying
Plopper (the replacement for ObjectPlacementTBH) will help with that
I can PM you a link to their discord if you'd like
Sure thanks
I have a possible 300 at any one time on my server so...
I generally have over 40 server fps
Nice
I might have to move the server out of my own PC though
if it lags too much
since I host & play on the same PC
Oh yeah, I have a proper dedi
I have my own "server" at home but it's so inconvenient for most things so I just host on my PC
So uhh
The AI only need to defend their own sectors
shouldn't be too hard to script, right?
I found the BIS_FUNC_taskDefend one
when I searched it up
Hi everyone,
Is there a trick to change or clear the Init of a large group of objects?
I have copy pasted some assets about 100x in my VR mission, but they seem to have a setPosATL in their init. How do you efficiently remove it?
hey so im trying to make a mission in arma using triggers and the show hide module but its only hiding them using the trigger. how do i get it to where they show upon trigger activation
hiya, I'm trying to get my custom character working, but when I spawn into the world from the editor it forces a default head on the body. I've tried to change it with init script with no avail.
have you set up a custom identity type in config for it and set the character to use only that identity?
no, how do I access that config?
that is one of the big questions.
Assuming you have P drive set up (PMC wiki has steps for that) you could browse the unpacked A3 data for the games configs or you could get the latest All In One config dumps and find out how identities are set up there.
{
class Armstrong
{
name = "Armstrong";
nameSound = "Armstrong";
face = "whiteHead_04";
glasses = "None";
speaker = "Male01ENG";
pitch = 1;
};
};```
https://community.bistudio.com/wiki/Arma_3_CfgIdentities
hmm, I had attempted previously to put that into the character attributes menu init in editor, was this the correct place for it? When I used that code before and it didn't run from there...
@mossy kernel I can't check the biki right now because it's down, but I think CfgIdentities can be defined per mission through the description.ext.
It can be, yes
I'm trying to use the Edit Terrain Object module to open a door of a building. However, it doesn't seem to work in multiplayer (the door remains closed). What's the proper workaround for this?
Edit: the workaround is to not use the Edit Terrain Object module. Use nearestObject and animate ["door_1_rot", 1]; instead.
Hi
Any idea on why I can't use Post Processing module with a trigger?
I am trying to use the East Wind one or whatever and nothing seems to change :P
Is there a way to stop a door from opening? Iβm trying to lock a bunch of csat troops in a building
you can try the Edit Terrain Object module @chilly vigil
I can't start arma right now. It should be possible by placing the module on top of the building, and then select the doors you wanna close from within the module's attributes.
But I could be wrong
Is there any way to set a explosive charge from across the map and detonate it from the location Iβm at without placing the explosive
yes, see Example 6 https://community.bistudio.com/wiki/createVehicle#Examples
And I enter that stuff in the init in attributes?
no, you would need a script. I don't think there is an easy way to do so from the Editor.
Script?
Script.
How do I get to that?
Also is there a way to attach a artillery piece to a truck so I can move it around
yes - attachTo. Again, I don't think one can do it through Eden
I mean like I can place it down. Then load it up and move and place it again
it is doable, but that is scripted behaviour, nothing the base game can do without a script.
Damn
unless your artillery is a mortar then you can take it down as two backpacks
Whats the best way to acquire complete command authority?
Basically I need to be able to control all my units to cease fire at will
I cant add a vehicle onto the transport black fish for some reason
Sling loading. What will sling load?
Things a helicopter will carry... crates, light vehicles
So how do I set up the module?
Huh?
In the system tab there is a sling load module
@plain gale about your CfgIdentities issue, I had that problem too, and I even mimicked the way the game handled applying custom IDs to soldiers. It failed. The only thing that succeeded for me was using an EventHandlers script to identify the specific head and voice that I intended to use
meanwhile, I see some items have "library description" text applied to their configurations...but where do you read this text in the game? is there a literal library of information accessible by the player stored somewhere?
@glass raven Wasn't my issue, @mossy kernel was asking how to get custom identites working.
indeed
Is there any way to attach a trigger collision boundary, spherical, about 10x10x10m to a vehicle that would be respected by other A.I. vehicles or some other solution?
The game's A.I. unawareness of other vehicles makes it next to impossible to move in form with them... Watching two helis try to maintain the same airspace is a test of patience and terrifies me even thinking about flying near them... I want to be able to guide units in formation through the air and on the ground with waypoints and commands without them effing crashing into each other... basically... AVOID ABSOLUTE CHAOS exclaimed commander Effie as her base burst into flames the moment she walked onto site
nay
for helicopters, try setting them different flight altitudes with flyInHeight @mossy kernel
is it possible for them to be aware of other units in the sky in such a way that i can code something like:
if in distance 10m "move away"
if in distance 30m "move in"
sort of fashion
cause I know soldiers can follow me on the ground and are smart enough to stand in formation and follow waypoints and complex commands
I want to be able to do the same for vehicles...
currently I'm not familiar enough with editors systems to just code those behaviors in myself and I don't know really where to go poking about to find it.
my current understanding is I think I'm needing to make a description.ext file in my missions folder
@prisma oyster formation should work for AI in the air should it not (assuming the units are grouped)?
I need a UI command module for this stuff tbh as the command modules I've found so far are insufficient
Thanks @warm finch for linking that page; it'll be vital for what I'm doing (:
no problem - there's a bunch of command group stuff for waypoints - https://community.bistudio.com/wiki/Category:Command_Group:_Waypoints
knock yourself out π
What kinds of manouvers are you trying to make?
And how many AI do you have in the air?
the plan is to have myself and two AI jet wingmen with each of us having an escort of two UAVs
Ah. That will be very difficult to maintain unfortunately.
Especially if you want them to fly in close formations
I played LBP3 in the past and was familiar with its logic systems enough to code a system like this that worked, so I have belief in it.
it's chaos ... lol
Well the main issue is that you can't easily access the AIs logic except pointing it to go to xy coordinates
I know I can have the AI follow units on the ground and get into formation... I believe there is vehicle formation too.
My next tests will be as follows:
Have a convoy of 3 ground vehicles that can form up, change formation, and break/attack/loiter at command that doesn't collide with each other
The images are a breakdown of the total process I'm looking to create
Hmm, seems I first need to get squad command together >.<
My current problem is as follows:
One of my squad members doesn't want to dress to spec and has turned opfor and opens fire on all of us.
How do I set her up so she doesn't open fire on us and bluefor and the independent squad don't fire at will at her?
how to comms?? basically
tell the person to follow the server rules and not fire at friendlies...
it's AI
https://www.youtube.com/watch?v=3-fZJm7mhfk
I found this so I'll follow up when I have more
If it's AI than the unit is an opfor unit and not bluefor.
Either make sure the placed unit is bluefor, or use a script to force it in a bluefor group:
private _westGroup = createGroup west;
[this] joinSilent _westGroup;
// where this is the AI unit
the intention is to program it in so that she remains opfor but neither teams fire on each other at the start of the mission
I'm looking for that element of control when creating missions
For that you'll need setFriend (on init) to make everyone friendly, and use it again to make them hostile on a later stage.
Or use setCaptive, which will prevent AI to "see" it as an enemy, but needs to be done on all units
I'll test setCaptive
Setting setCaptive in the rightclick attributes init text box doesn't resolve this and further it's about creating an opfor commander that has fire control and it's set to "cease fire" and not to "only fire unless fired upon"
Is there anyway to have a armored unit all move at the same time without you having to move first
*for later reference
https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference
I'm prolly good with these resources for a few good days now, thanks for your help π I'll be poking in now and then~
any idea how can i make random objectives appear on map without any mods?
Create random objects via scripting and put markers on them if you want them on the actual map itself.
if you want them to be completely random and not prepared by you you'd props have to write a script that randomly plops together tasks and spawns them
How do I start a multiplayer server with multiplayer Spawners without having npc running around the map
multiplayer spawners�
You need to disable the AI in the Editor.
There is an option in the Multiplayer section
Or was it General?
is there anyway to easily make anti air units more aggressive? like against ground units/vehicles generally?
You can try to raise their skill.
I know that units have a threat variable in the configs which defines "How threatening you are to unit types {Soft, Armor, Air}, respectively.", which will affect how fast AI enemy will attack you.
ok ill look for that
Has variable thrust been coded into any jets yet? I need a flight governor and trimming for jets too π I want to just switch to DCS tbh but I dont have the command yet
@mossy kernel none of that sound like what Arma can do.
When I spawn in editor and go into a vehicle I canβt third person drive
press Enter on the numpad, unless you have a higher-than-normal Difficulty setting
It doesnβt work
check your difficulty settings
I have it on the lowest
check your key bindings
It worked in the campaign but not in editor
modded?
It didnβt work even before I got mods
Β―_(γ)_/Β―
does anyone know if theres a way to give players like a modified version of zeus access?
I run a game server where i allow all mods so people can spawn the mod vehicles they want, but those vehicles cant be deleted by zeus and server gets cluttered fast
Was thinking of like making a crate but instead of arsenal its a mini-zeus menu that lets you spawn empty vehicles or something.
Any advice on what i should do for an init? im REALLY bad at figuring out this arma code stuff.
unit enableFatigue false in scripting @chilly vigil
@dim kindle Why can't they be deleted? Is Zeus unable to select them?
Yeah they dont have any form of identifying marker to highlight and delete
@plain gale
@dim kindle sqf zeusModule addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; [_curator, [[_entity],true]] remoteExec ["addCuratorEditableObjects", 2]; }]; Try to add an eventhandler to the curator module on mission start.
Everytime a new entity is placed by this module (Zeus) the Eventhandler will execute the code one the server to make the new object editable.
I have not tested that, but it might work.
I think it just has something to do with dcon. I wish there was like a virtual garage script or something like that for arsenal
@dim kindle If @plain gale 's script doesn't work, then you can always throw this code in a loop:
zeusmodule addCuratorEditableObjects [allUnits,true];
zeusmodule addCuratorEditableObjects [vehicles,true];
(where "zeusmodule" is the variable name you give your Game Master module)
This will just throw all groups and objects as editable.
Have a question of my own...
A teenage nephew of mine got hooked on Arma. Loves mission making as well. Figured that collaborating could be a fun exercise in programming and design. Emailing mission files back and forth is a bit of a hassle.
Question: what method of synchronizing Arma mission folders would you recommend? (Windows environment, no complex networking or protocol set up, et cetera)
Hm maybe something like a github or dropbox to share the files? @primal wave
OneDrive could work. You can set the Documents folder to be synced automatically.
Might make some sort of escort mission and accidentally run into a huge group of enemy.
@primal wave I'll try that. In the meantime, is there any form of Virtual Garage script or something as an arma feature that doesnt need a mod? I figure we have virtual arsenal now, so there has to be a vehicular equivalent, no?
There is. Search the biki for Virtual Garage
Evening Gents.. So, I've followed the instructions, watched a bunch of youtube clips... but it seems I cannot get VVS to run. Obviously this is an operator error thing, but anyone have 5 minutes to walk me through my stuff up?
what is VVS? @robust wing
Virtual Vehicle Spawner
seems not vanilla, I don't know this.
ah yeah correct it isn't... If this is the wrong place to ask my apologies
not especially, but it then becomes quite specific and less people may know (but still some may)
Understood π I'm just trying to come up with a way of spawning in vehicles π I have the Arsenal working perfectly though...
@plain gale another question. so i followed the wiki and i put in the arsenal. works like a charm to a degree.
One issue. mission im running is Xeno's domination, and people tend to spawn the vehicle they want and then leave it around cluttering the server.
That in and of itself is fine, however, i as zeus cant seem to remove their clutter. it's indestructible with zeus lightning and i can't highlight it to delete it. I can DM you a screenshot if you want.
even with your above script put into the zeus module, btw. unless i did it wrong.
zeusModule addEventHandler ["CuratorObjectPlaced",
{
params ["_curator", "_entity"];
[_curator, [[_entity],true]] remoteExec ["addCuratorEditableObjects", 2];
}];```
This script will only make vehicles editable which where placed by the zeus.
if (isServer && !(allCurators isEqualTo [])) then
{
[] spawn
{
while {true} do
{
{
_x addCuratorEditableObjects
[
entities [[],['Logic'],true],
true
];
true;
} count allCurators;
sleep 60;
};
};
};```
This loops through all entities every 60 seconds and add them to all curators to make them editable. It's not a very clean solution but should work.
i have a module with a field under "system specific" named "dependencies"
does anyone know what that's meant to do?
i've been assuming that it activates the module somehow but idk what to put into it
What's the name of the module? @willow gorge
it was the old man scenario's fast travel module
Am I doing something wrong here guys? I can't seem to get players to respawn inside a building (they end up on the roof)
Perhaps
I have the Bluefor respawn module inside the building, but for some reason they appear on the roof... whilst kinda funny.. it sort of ruins the realism
β¦and respawning is totally fine with realism, of course π
I don't know the respawn module but does it use markers?
Hello ! Excuse me ! How to put on a panel, a spawn of "Garage" vehicle which spawn in such a place?
@robust wing Change buildings
@oblique needle thanks mate! That did it... weird it didn't work in the other one
How do i make the quad's wheels invisible
I know the texture trick but how i apply it to the wheels
if it is a simple object, you can hide selections
if it is a "normal" vehicle, you can set damage to the wheels @nocturne flower
Hey, I always wanted to make a cutscene similiar to that in the "TacOps" campaign. Any documentation on that?
Most cut scenes are motion captured. No joy unless you have a mocap studio
Mocap?
Motion capturing
Recording the movement of RL people and translating it to game animations
I think he means the 2D animated intro
Yes, sorry for not making it clear
which is doable, but I don't remember which fnc π
OK, can't recall that
BIS_fnc_timeline*?
BIS_fnc_animatedOpening
BIS_fnc_animatedScreen
BIS_fnc_animatePicture
but most are undocumented
Oh jeez thanks! and oh dear...
Question: tac ops still is encrypted right?
I owe you all a beer, massive thanks!
@robust wing Arma physics are crazy stupid. The ceiling of some buildings are created with solid 1&0's per say.
Hi guys, I need a push in the right direction. I've read this: https://community.bistudio.com/wiki/Arma_3_MP_Warlords
and I can't seem to figure out how to change default warlords mission parameters.
*I've copied / changed / pasted the params into description.ext and that didn't work.
*I went into the Arma 3 Editor and modified the "Warlods Init" to what I wanted and that didn't work.
Has anyone gotten warlords default params to successfully change?
Thanks ahead of time and please tag me if you can help!
N/m figured it out, commented out #include "\A3\Missions_F_Warlords\cfgMissionParams.inc"
Noticed the Parameter button is gone after I did that, anyone know how to get it back?
hey
i have a question.
as i'm a fellow Op Maker.
i'm planning on doing a Search-Destroy/Capture HVT/Hold your ground How would i do that but combine it into one?
do you mean scenario-wise?
attack camp, capture leader, repell qrf
Hey, I'm working on a mission in a desert map without any map markers but want to add a custom location (i.e Town). I saw a function in F5 (Systems) under 'Logic Entities', called Locations. Is there any way to add any place on the map and make it look like it's an actual town?
I'm aware I can use markers but I'd prefer to make it look like an actual Vanilla Arma 3 Location on the Map.
I believe Locations are what they are called yes, you could use that
I tried it, but how does it work?
quite well actually π
I don't know, I only know the script version sorry
What is the script version? I am actually very curious as well. I couldn't find any entries for these Game Logic entities in the BI Wiki.
Ah, some intensive Googling: https://community.bistudio.com/wiki/Location
anyone happen to know what the MILES sound source is (name? location/path?) at during the very starting scene in the Contact campaign? trying to recreate something similar for a training shoothouse.
nvm found it looks like its a contact non-global asset. Sfx_Shockvest_Impact_02
What is a straightforward way to find the distance, or length of a line, in the Editor?
β¦I create a trigger to measure with its radius
Ah, so no "ruler" then. I am sketching a floorplan of the ghost hotel, so it would go much, much faster if I could get the dimensions with a few clicks.
My current strategy is ridiculously tedious (drop objects, measure their distances using distance2D and vectorDistance). Making an elongated trigger may be slightly faster. Thanks.
use 3den Enhanced and the measure distance function π
@dim kindle The best way to add your work to someone else's is to create your work on the same map as the other one. Then you merge the two maps. I have found this works better than using compositions that sometimes has issues with the elevations of objects placed.
3den enhanced has a measure distance tool, which basically works as a ruler
How do I go about setting a respawn on top of the carrier?
@trail thunder just like any object but I add in 1/2m for spawn safety https://steamcommunity.com/sharedfiles/filedetails/?id=2000106725
I have the Z set higher then then deck
I usually just use a grass cutter my respawn point
Whats a grass cutter?
A small object, it's original function is to remove grass but it's invisible so it can also be used for other stuff nicely
empty helipad for the win!