#arma3_editor

1 messages Β· Page 33 of 1

ebon quiver
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Sweet.

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Thank you!

ebon quiver
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Oh that's really old

quartz spade
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if it works, it works

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and if it doesn't, you could ask the man himself

formal pebble
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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?

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"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?

prisma oyster
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yep

formal pebble
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ah, ok

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thanks!

prisma oyster
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this current waypoint will "hold" until its conditions are met

formal pebble
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The best way to lock a waypoint then is to use a trigger correct?

prisma oyster
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not especially, it depends on what you want to do

formal pebble
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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.

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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

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I'm using the move waypoint just to see if I understand it

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still, it is a bit unintuitive

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and it doesnt work haha

prisma oyster
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you could set the variable itself as waypoint condition, provided you set it to false somewhere before πŸ™‚

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(or check with isNil until it exists)

formal pebble
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hmmm

prisma oyster
formal pebble
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thanks man

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@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.

prisma oyster
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isNil takes a string

formal pebble
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ah

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okay, my bad

prisma oyster
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so it would be not isNil "myVar"

formal pebble
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thats it

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weird but nice scripting language

prisma oyster
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you'll understand in ~1000 hours 😁

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but welcome aboard, and don't hesitate to ask about #arma3_scripting issues πŸ˜‰

formal pebble
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I have almost 3000 in gmod, I can get 1000 in arma

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XD

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thanks man!

fading goblet
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at 1000 hours you'll understand the basics, after that the fun starts πŸ˜‰

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but you can always ask Lou to change the wiki if it's unclear πŸ˜›

prisma oyster
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hey!

formal pebble
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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

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weird

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I guess BIS logic is different

formal pebble
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Is there a way to accelerate time while in spectator mode?

prisma oyster
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in multiplayer? no way of course

formal pebble
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SP

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but I found out a solution

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I'm using a captive character

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haha

wide tinsel
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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?

eager hull
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is the backpack inside a building?
they seem to have problems when rotated or in structures

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they tend to go flat near the nearest flat ground outside the building

vestal perch
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Possibly the placement clips through the structure and falls. Using attachTo to anchor it could work.

prisma oyster
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In Eden, press 3 (not on the number pad) and you can rotate the object @dim kindle

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You can also use the in-editor tutorials πŸ˜‰

dense island
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hey, does anyone have any idea how to place individual magazines in the editor?

prisma oyster
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if you use the search bar with "magazine" you should be able to find most of the available magazines @dense island

dense island
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in the Editor? no there are no magazine

prisma oyster
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then you would have to createVehicle a "WeaponHolder" and addMagazineCargo @dense island

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my bad for earlier btw, mags are actually the only weapon-related things missing from Eden!

dense island
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is there a Example script ?

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no need to say sorry ^^

prisma oyster
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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];
dense island
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were do i need to place it in ?

prisma oyster
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in a script, wherever you want? in the debug console to begin with πŸ™‚

dense island
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oh i tought in a Object

dense island
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hey to code dosen't work :)-

prisma oyster
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wups

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what did you do wrong Γ¨_Γ©

dense island
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hmm

prisma oyster
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try using "groundweaponholder" πŸ˜‰

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yup, workz

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@dense island

dense island
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Okay works

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but .. I want to place it were I want in the Editor

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as a Object

prisma oyster
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no can do without mod then, else scripting

eager hull
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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

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second choice was the kart but that also seems to steer to the right

eager hull
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yeah no vehicle seems to be able to go perfectly straight
even tracked vehicles

prisma oyster
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Yes πŸ˜… maybe you had a pad connected to your machine

eager hull
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nope

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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

prisma oyster
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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

eager hull
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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

prisma oyster
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what is your case?

eager hull
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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

prisma oyster
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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 πŸ™‚ for seamless transitions

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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

eager hull
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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.

prisma oyster
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oh my xD

eager hull
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it worked flawlessly
whos the crazy one now huh?

prisma oyster
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tunnel script, really πŸ™‚ I'll help you on that one!

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it's my idea after all :p

eager hull
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well they've been using this trick in almost every train scene in videogames, from uncharted to literally jedi fallen order

prisma oyster
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no no nonono, it's my idea I tell you

of course, and it's hopefully not copyrighted ^^

eager hull
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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]

prisma oyster
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functions exist!

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and if not that, you have modules since Tac-Ops I believe

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but basically all you need is a "slide" on one axis!

eager hull
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those are surely words
I feel like of all the stuff you can do the campaign uses 4 of these functions

prisma oyster
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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?

eager hull
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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

prisma oyster
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still hacky, setDir it all the time

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(a plane or plane-drone would be better for that)

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no but really, I can script that

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not right now, but I can totally create this stuff (finally)

eager hull
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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

prisma oyster
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flattery will get you nowhere! (but please continue) πŸ˜„

oblique needle
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Anyone online that know how to use the Alive Orbat?

inland silo
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quick question, where do I find config.cpp? I want to add more composition categories to 3den..

sinful zenith
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config.cpp is a file inside a mod pbo

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You probably want to make your own mod

inland silo
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hmm.. alright, thanks @sinful zenith !

plain gale
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@inland silo There are quite a few mods which add new compositions, you might wanna check those out first.

inland silo
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thanks @plain gale !

inland silo
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sorry, wrong place to ask.

ember olive
fading goblet
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Read the first line of the description

plain gale
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πŸ˜„

fringe flax
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almost sure there is just a folder underneath the users profile that contains your compositions.

molten bronze
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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)

prisma oyster
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try removing/readding the "smokes" magazine, it should reload by itself and the AI won't be confused

molten bronze
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So simple, yet so genius.

gilded blaze
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Is it possible to copy only one classname from the loadout editor?

prisma oyster
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Ctrl+C ?

gilded blaze
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that copies the entire loadout

fading goblet
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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

prisma oyster
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@gilded blaze what do you mean, one classname? one vest, or one weapon?

gilded blaze
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one item, One vest as example. yes

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like B_assaultPack_blk

prisma oyster
gilded blaze
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i already tried that but it doesn't seems like it has contact items

prisma oyster
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not yet maybe

gilded blaze
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i also tried "proving ground" from armaholics but i couldn't open it in the editor

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"error when loading the scenario!", thanks anyway i guess i have to type it

iron pawn
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Is it possible to copy only one classname from the loadout editor?
export loadout
open notepad
paste loadout
...
profit

strong dust
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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

sinful zenith
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Normal being Ctrl+c?

strong dust
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Yeah

finite arrow
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Hey I had a question

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I thought you could change specific states for units

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All I have is skill stealth ammo

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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

prisma oyster
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allowFleeing for "fear"

finite arrow
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Where is that under?

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I am under attributes - object states

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All I have is skill stealth ammo, ranking of the soilder aswell as its position

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Do I need Zeus or a DLC?

prisma oyster
finite arrow
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Does anyone mind helping me with alive modules?

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I have followed the tutorials but still get an error that there are no assigned objectives

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but I synced mil objectives to ai commanders

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Nvm

finite arrow
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Anyone know how to have a vehicle go to a move point on the road the shortest way possible no matter what?

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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

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But when the they are engaged the trucks scatter out and no longer follow the file formation

prisma oyster
finite arrow
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Ok

jaunty crypt
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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

prisma oyster
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paxs? @jaunty crypt

jaunty crypt
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Tanks @prisma oyster and for ennemies? (No vehicle) just patrol unit?

prisma oyster
jaunty crypt
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Yes I am French! πŸ‘ And tank you for your help πŸ‘ŒπŸ»πŸ™

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Thank*

prisma oyster
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you're welcome, don't hesitate to ask here

silk ridge
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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

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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

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What am I doing wrong?

dim kindle
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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

prisma oyster
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AmbientAnim * - combat let them come back up @dim kindle

dim kindle
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Ohh cool thanks

honest anvil
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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)

prisma oyster
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with waypoints, F4 iirc (or shift+right-click, iirc too) @honest anvil

honest anvil
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ah i see,thank you

inland silo
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is it possible to draw on the actual terrain as opposed to the map?

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like hwo you can see triggers in the editor, but for normal players

prisma oyster
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I think you can see triggers in Zeus*? Or is it drawn "areas"?

inland silo
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yeah drawn areas for the regular players @prisma oyster

prisma oyster
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How is it shown for Zeus?

inland silo
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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

prisma oyster
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I got this part - I just wondered about Zeus because then it is not an "Eden-only" trigger drawing

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Yet, I still don't know πŸ˜„

inland silo
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haha alrighty! I'll just use the map then I guess

topaz needle
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Is there a remastered version of freedom fighters from a2

broken inlet
prisma oyster
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@broken inlet from A2

broken inlet
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Oooh

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I misread and though he was asking for a remaster in arma 2

prisma oyster
broken inlet
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Sorry dont mind what I said then HomerHide

mortal kiln
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Anyone know if it's possible place the Ghost Hotel yourself in the editor? I can't find it...

prisma oyster
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@mortal kiln not from the editor afaik, but yes by script

mortal kiln
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@prisma oyster Can you point me in the right direction to a tutorial or something?

prisma oyster
dim kindle
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How to make your own Crate that shows up in eden like the weapons crate?

prisma oyster
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mod

dim kindle
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Hm.

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I will google how to do this

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Ty

sharp blaze
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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

sharp blaze
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Does the variable names you set in the editor carry onto your sqf for (the same) mission ?

prisma oyster
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yes, that's their point

sharp blaze
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and is there a tricky way to call them

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or is that blunt same name ?

prisma oyster
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blunt

sharp blaze
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ok then

prisma oyster
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name a unit unit1, you can do unit1 setDamage 1 everywhere

sharp blaze
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oh nevermind i can't ctrlC ctrlV properly

prisma oyster
sharp blaze
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πŸ™ƒ

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it works waaaayyyy better with the correct variable name. Thanks @prisma oyster

sharp blaze
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How does exit with work ? do i absolutely need code or can I exitWith{} to exit with nothing

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?

prisma oyster
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if (true) exitWith {};```

see https://community.bistudio.com/wiki/exitWith for more info @sharp blaze
sharp blaze
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if (condition) then {addaction i want} else {exitWith{};};

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doesn't work

prisma oyster
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yep

sharp blaze
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ok based on what the wiki page tell me

prisma oyster
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Syntax: ifType exitWith code

sharp blaze
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i dont understand why

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if bla then isnt a ifType ?

prisma oyster
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no, if (bla) is

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think outside your current way: exit before reaching the action

sharp blaze
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mmh

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need to think about it

prisma oyster
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not that much really πŸ˜„

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question: why do you want exitWith?

sharp blaze
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I got ammo crates that any player can reload anywhere

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no i want the crate to be reloadable (dunno if the word exist) only "close to" a specific location

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btw i'm mainly messing around with sqf to get a grip on it

prisma oyster
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if (condition_is_met) then {
  // do something
};
// no else, do nothing if condition is not met
sharp blaze
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oh

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ok

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much more simple than i thought ^^

prisma oyster
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yep

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when in doubt, wiki πŸ˜‰

sharp blaze
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" the 'else' clause (if present) is executed. " didn't the if present part until you explained it !

prisma oyster
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the page could use a better description/better examples as well

sharp blaze
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now i got two addactions πŸ™ƒ

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on each crate

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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

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both addactions seems to be working

prisma oyster
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yeah…? no issue then?

sharp blaze
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no

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can i send screens here ?

prisma oyster
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nope, but you can link

prisma oyster
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yes…?

sharp blaze
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I got two addAdactions

prisma oyster
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you run your code twice

prisma oyster
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no, this code is fine
somewhere in your code organisation

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maybe if you did "execVM" forEach crate, for example

sharp blaze
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ah

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let me look at it !

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oh yeah found it !

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now

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one last thing after this i promise to let you be for this evening

prisma oyster
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go ahead, I will only stop answering when I am fed up πŸ˜›

sharp blaze
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there it only check at start

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if distAce is bellow

prisma oyster
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yes?

sharp blaze
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5

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but it check only once right

prisma oyster
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yes
you did:
"if the crate is less than 5m from FOB, add the action"

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period - nothing else

sharp blaze
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i mean if the xondition is true at start then i move the crate

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the addaction will stay visible

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if i understand it right

prisma oyster
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up to 50m yes

sharp blaze
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is there a way to check the distance and refresh the script when it moves ?

prisma oyster
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in the addAction you can set conditions, e.g player distance crate < 3 && crate distance FOB < 25

sharp blaze
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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 ?

prisma oyster
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nope, the condition in addAction is checked every frame or so

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so that would solve it

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just remove your initial condition and set it (as string) in the addAction

sharp blaze
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ok and checking it too often wont cause performance issue ?

prisma oyster
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don't make it too complicated, but distance check is really fine (it won't check if player is over 50m away)

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(and not pointing at it iirc)

sharp blaze
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like 5 to 15 meters is fine

prisma oyster
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your call

sharp blaze
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ok and if i got perf issues i just put the distance threshold down ?

prisma oyster
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you set a less expensive condition

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but as I said, distance check is nothing

sharp blaze
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ok !

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Lou thanks a lot for your time and helpful answers !!

prisma oyster
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with pleasure

opaque spire
#

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 ? πŸ™‚

prisma oyster
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action?

dim kindle
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G'day

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Does anyone have any idea as to why the functions viewer keeps opening when in the editor?

prisma oyster
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You keep clicking on "Functions"

dim kindle
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Nope

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I think i would know if i was lol

prisma oyster
#

check you don't have mods, addons, and that you don't have a pad or joystick connected to your machine

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if it keeps doing so check Steam file cache

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@dim kindle

broken inlet
#

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?

runic cloud
#

depbo the mission pbos, copy the mission folder into your missions folder

broken inlet
#

Where are the mission foldwrs?

prisma oyster
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Addons\missions_f.pbo iirc

soft wagon
#

Anyone here has the Whiteboard PSD Template file? Don't have it anymore and cant download it anywhere

prisma oyster
#

@dim kindle did you find the issue?

pine garden
soft wagon
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yeah , i can't download it from there

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No idea why

pine garden
#

PM'd you

sharp blaze
#

is there a similar one for the infostabd(one leg) ?

primal wave
#

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?)

sinful zenith
#

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

pine garden
sharp blaze
#

Found one thanks !

primal wave
#

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.... πŸ˜„

sinful zenith
#

i just write good scripts from the start, and run my script profiler to check for bottlenecks

primal wave
sinful zenith
#

yes that

worldly steeple
#

Anyone know how to get rid of the Red rectangle in the middle of the screen when you use camCommand?

craggy mesa
#

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

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I should add the map isn't indexed by alive unfortunate

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*unfortunately

silver dune
#

TPW Mod in SP... Some parts work in MP

craggy mesa
#

This would have to be MP I'm afraid

silver dune
#

I think TPW CIV is cool for MP actually

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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/

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There's also a component that does ambient sounds in built up areas, dogs barking, cat sounds at night, radios playing in houses, etc.

craggy mesa
#

Hmm.. sounds amazing. Only problem is literally all of our modpack, except for this, is on steam workshop

silver dune
#

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

craggy mesa
#

Hm.. I was just reading through the readme, it mentioned that even if you do that, it still needs two addon files

silver dune
#

Not that I know of... I use some ambient sound and animal components without needing addons

unkempt moat
#

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

prisma oyster
#

setFuel ? @unkempt moat

unkempt moat
#

@prisma oyster then i put 0 right ?

prisma oyster
#

yep

unkempt moat
#

yeah but to make them lift off when i will need them do i need to write the same command ?

prisma oyster
#

with 1 to fill the tank yes

unkempt moat
#

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

remote frigate
#

Can any one help me make a op in ed

primal wave
#

@remote frigate Need help writing an Op Ed? (Pardon, bad joke) What exactly you need help with bub?

remote frigate
#

@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

eager hull
#

is there a way to have a smooth transition between 2 post processings?

prisma oyster
#

ppEffectCommit <transitionDuration> @eager hull

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

prisma oyster
#

scripting only I suppose

eager hull
#

the module has a commit setting
but it doesnt seem to work when going from a postprocess to another

prisma oyster
#

aren't they added on top of each other?

eager hull
#

they could, let me see
still, even if they merge it happens istantly without a transition

prisma oyster
#

can't help much more on modules

eager hull
#

nah they don't stack they disable each other

#

its alright thanks, I'll check out the script

deft mountain
#

Weird question, but does anyone know any objects that represent a 'stage' or 'platform'?

fading goblet
#

@deft mountain I know that the Contact DLC added some (huge) platforms, which are also available form the base game

opaque spire
#

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?

fading goblet
#
_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

sinful zenith
#

playeruid is string

#

using condition is very stupid

#

it would constantly re-check the condition, but its result will never change

crude tendon
#

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

uneven frost
#

Is there a way to edit a map marker transition like in the tac ops dlc?

prisma oyster
#

if they did, then yes it is possible

dim kindle
#

How do I setup a headless client for a singleplayer mission?

#

And what would I need to do it?

sinful zenith
#

you don't

#

you'd need to make it a multiplayer mission

dim kindle
#

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

sinful zenith
#

yes you can make a MP mission with just one player

#

not sure if you can just convert a existing singleplayer mission

dim kindle
#

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?

sinful zenith
#

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

eager hull
#

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

sinful zenith
#

if you are within bounding sphere, it needs to do collision checks with the geometry lod

vestal perch
#

@eager hull are you doing it in editor...

#

editor is not for making that major terrain features

#

why cant you ppl get that

eager hull
#

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

vestal perch
#

dunno. some of the Arma rocks have issues that may be model related too

sinful zenith
#

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

eager hull
#

I think I was outside the sphere
used first the mossy tall rocks and then the light grey flat rocks

vestal perch
#

the tall rock is big one

eager hull
#

yeah makes sense
the flat one did made things less laggy
but even at a fair distance it had drops

vestal perch
#

the have quite complex geometries

eager hull
#

that sucks
is it possible to disable collision?

vestal perch
#

whats the point of having the rocks if you can go through them?

fading goblet
eager hull
#

life finds a way @vestal perch

#

why only with AI?

fading goblet
#

because AI can sometimes bug out when driving vehicles, while real players should be able to drive without hitting stuff πŸ˜›

eager hull
#

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

fading goblet
#

it that is solving your issue then why not πŸ˜‰

eager hull
#

Ill check

eager hull
#

hahahaha
IT WORKS
once again noone will stop me from making huge laggy contraptions instead of learning how to make maps

livid widget
#

You are an inspiration

half scarab
#

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?

prisma oyster
#
doStop myUnit
``` @half scarab
half scarab
#

cheers

broken inlet
#

3den enhanced also adds a checkbox for that iirc

half scarab
#

is there a way to apply a script on an entire group? instead of doing it individually

prisma oyster
#

{ } forEach yes

#
{ doStop _x } forEach units aGroup;
``` @half scarab
lost peak
#

What is the editors camera name? I wanna set its' vectors

#

like how Zeus is curatorCamera

broken inlet
#

I think its called something like 3den camera? check the functions page on the wiki @lost peak

lost peak
#

Will take a look - thanks πŸ˜„

plain gale
fallen pagoda
#

anyway to make a ai fly a uav?

#

doesnt seems to be able to do that

golden marsh
#

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?

modern stag
#

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.

prisma oyster
#

@modern stag you may want to take a look at BIS_fnc_holdActionAdd πŸ™‚

sinful zenith
#

@golden marsh you could remove everyones radios. Or turn them off (1.0 only)

golden marsh
#

@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 :\

sinful zenith
#

yes, thats the beta

#

btw 325 is the latest

#

handheld AND backpack radios?

#

do players have multiple radios?

golden marsh
#

infantry carries short-range and squad lead carries long-range

sinful zenith
#
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

golden marsh
#

ooo, where do i stick the code

#

is that something i do in editor attached to a trigger?

sinful zenith
#

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)

golden marsh
#

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

sinful zenith
#

don't know enough about when where triggers execute their code

golden marsh
#

sorry my lack of knowledge, the code you posted, is that something I can do in zeus or?

sinful zenith
#

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

golden marsh
#

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?

sinful zenith
#

the script, needs to run on the players machine

#

running it on server won't do anything

#

locality and such

golden marsh
#

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

sinful zenith
#

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

golden marsh
#

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

sinful zenith
#

i don't know where that thing comes from. So can't tell you what it does ^^

golden marsh
sinful zenith
#

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

golden marsh
#

oh that clears that up! nice one

fallen pagoda
#

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

fading goblet
#

no, and you even will need to make a new model for it

fallen pagoda
#

: (

#

thanks

fading goblet
#

although you could use something like the COXHOUND mod to add some funny units πŸ˜‰

fallen pagoda
#

oh

#

seems fun

dim kindle
#

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

fading goblet
#

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

dim kindle
#

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

prisma oyster
#

I had a good laugh, t(h)anks πŸ˜„

dim kindle
#

i have even more cancerous clips

#

one being a t-90 flying high in the sky from a hand grenade

fading goblet
#

welcome to Arma!

dim kindle
#

showing off how a hand grenade flings a t-90,

fading goblet
#

trust me, we know

#

"tank vs bicycle"

tank 0 : bicycle 1

#

feature since Arma 2 (or even before that, don't know)

dim kindle
#

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

prisma oyster
#

lock (or "SAFE" behaviour) @dim kindle

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

prisma oyster
#

what makes them get out? what is the context? (attacked, relaxed, etc)

dim kindle
#

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

prisma oyster
#

I thought Eden would do it by itself, but try assignAsCargo

dim kindle
#

as an init or

prisma oyster
#

for example yes, it's only to debug

dim kindle
#

they still got out

lost peak
#

How does one add an EH to a mission file, much like how 3DEN enhanced does it? nvm i'm being an idiot AwkwardKid

hidden quest
#

Does anyone know if any of the RHS or CUP helos have working searchlights like the vanilla wildcat?

lost peak
#

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

rotund comet
#

how does one make a singleplayer respawn in eden this days?

prisma oyster
#

overriding onPlayerKilled.sqf iirc @rotund comet

hidden quest
#

Does anyone know how to use the VLS system as fire support

rotund comet
#

thx

#

can you set a enemy ai high commander and assign units to it?

silver dune
#

Yeah

rotund comet
#

is there any link for that, wasnt able to google this

silver dune
#

On my phone in a bar I'm afraid.

rotund comet
#

oke thx anyways.

#

maybe u can provide a suitable searching syntax

#

πŸ˜„

rotund comet
#

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?

fading goblet
#

make sure you all all mods/dlc's to be available by Zeus

rotund comet
#

aha

#

well its my first day in eden

#

any hint for that?

fading goblet
#

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")

rotund comet
#

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?

hidden quest
#

Wtf is eden

hushed coral
#

Eden is the 3d mission editor

last aurora
foggy scarab
#

Why triggers in 2d editor doesn't working?

#

Ctrl + O

foggy scarab
#

it is the activation of the trigger, if necessary I can record a video

prisma oyster
#

why using 2D editor?

reef lintel
#

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.

foggy scarab
#

@@prisma oyster Got used very much to 2 d style

prisma oyster
#

not supported anymore, and you can still edit in 2D in Eden by pressing M

foggy scarab
#

I know it

vestal perch
#

Basically you may just have to learn to use the 3D editor and map view

eager hull
#

any reason why sleep doesnt seem to work in triggers?

broken inlet
#

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?

worldly steeple
#

Is there a way to spawn the RHS Scud missile by itself without the truck?

hidden quest
#

Idk I was trying to see if I could get it to launch after a timer starts or something

silver dune
#

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? πŸ˜‰

worldly steeple
#

got it working with createSimpleObject

silver dune
#

rfol

broken inlet
#

is the respawn for every side?

#

Also why do you need to respawn as a virtual entity FoxBlepDerp

#

Check if the variable name of the respawn marker/object is just called 'respawn'

broken inlet
#

just respawn is everyone

broken inlet
#

oooooh

hidden quest
#

Can you tie artillery together so that when you call support it calls it for all of them instead of one at a time

pseudo matrix
#

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.

broken inlet
#

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

pseudo matrix
#

I mean, for Eden Editor only, I already got Achilles whitelisted on my server

broken inlet
#

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

pseudo matrix
#

Oh yeah I already got that, works for both it's called ZEI

#

Super useful I also got ZEC for compositions

broken inlet
#

ah yeah thats it, thanks

plain gale
#

@pseudo matrix Check the latest version of 3den Enhanced. I added some links to Eden mods in the menu strip.

pseudo matrix
#

@plain gale Do these addons create any dependencies in 3den? I want to avoid those.

plain gale
#

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

signal cloud
#

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?

austere quartz
#

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.

primal wave
#

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..

sinful zenith
#

@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

prisma oyster
#

@primal wave you have your answer with setMarkerColor; it unfortunately only takes a string

uneven frost
#

Is the headless virtual zeus worth

sinful zenith
#

what is a "headless virtual zeus" ?

uneven frost
#

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

sinful zenith
#

hearing people is just a TFAR feature

#

worth compared to what?

uneven frost
#

Normal zeus

sinful zenith
#

I don't understand the question.
You gain being able to hear people close to the camera, you loose... nothing.

prisma oyster
#

lose*

echo haven
#

Is there some where or quiches codependent etc that I can have that go into detail with how to script AI for cinematics, I’m failing to find anything that helps anywhere?
Would love if o could be pointed in the right direction

fading goblet
#

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)

echo haven
#

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?

vestal perch
#

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.

echo haven
#

That’s what I need but a staff point so I know what I’m doing would be great, as I’m finding very vague information on how to do it

worldly steeple
#

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

vestal perch
#

@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

echo haven
#

@vestal perch is there a document of basic commandos and ones in the middle

vestal perch
#

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

worldly steeple
#

right, see the bus next to it. I just made it solid color to show how grimey the detail map is

echo haven
#

@vestal perch apology’s are you able to link it for me?

vestal perch
#

no. google arma 3 scripting commands

echo haven
#

Ok

#

Will do cheers

vestal perch
#

@worldly steeple detail map is not suppose to cover poor texture work. it just adds some difference to the surfaces

uneven gorge
#

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?

earnest kindle
#

Does anyone know how to make the "Cargo Platforms" from Contact editable in Zues

ionic zinc
#

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).

ionic zinc
#

Not sure if you seen this @earnest kindle, but I tried to help you.

earnest kindle
#

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*

ionic zinc
#

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.

coral stag
#

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

primal wave
#

@ionic zinc You can always specify exact height with the Z coordinate under Transformation tab in the object attributes.

broken inlet
#

Can you do that in zeus? @primal wave

#

Iirc that's 3den only but I never really checked

ionic zinc
#

Ah that's cool @primal wave, never knew that could be done in Zeus.

fading goblet
#

okay, so if we know what it is we might be able to help

primal wave
#

@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?

sacred schooner
#

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?

broken inlet
#

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

sacred schooner
#

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.

vestal perch
#

@hearty loom glow how? Picture? Any mods in use?

dim kindle
#

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

crisp leaf
#

I have no idea what I’m talking about but have you tried disable simulation on the helipad if it’s falling through?

dim kindle
#

@crisp leaf disabling simulation causes them to ignore the helipad it seems

#

its good thanks for trying, the helipad also still stinks through

broken inlet
#

Check your difficulty settings @hearty loom

vestal perch
#

got to say I dont see anything..

prisma oyster
#

it is the "advanced field of view" (or something alike) in the difficulty settings @hearty loom

eager hull
#

mhmm australian prison, american police, middle eastern criminals
Good 'ol Altis

stark vigil
#

!issuewarning @wanton flume crossposting and link without description

#

Merci Lou!

pseudo matrix
#

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?

prisma oyster
#

you can do everything πŸ˜„

pseudo matrix
#

Is there any documentation I can find for that? I haven't found anything so far.

prisma oyster
pseudo matrix
#

Thanks!

prisma oyster
#

do you have scripting experience or none at all?

pseudo matrix
#

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.

prisma oyster
#

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"];
pseudo matrix
#

Thanks a lot! Will I have to put the script in the object which will be picked up?

prisma oyster
#

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
pseudo matrix
#

Oh wonderful, thanks a lot again! I'll try it out, I owe you one πŸ™‚

prisma oyster
#

I accept beers and dad jokes I don't know in payment 😁

pseudo matrix
#

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?

prisma oyster
#

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

pseudo matrix
#

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 πŸ˜…

#

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".

prisma oyster
#

nonono, activation "nothing"

pseudo matrix
#

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 πŸ™‚
#

So, out of interest - this marks these markers for everyone who is in the server, and also to any new people who join right?

plain gale
#

The effect is global and also for new players

pseudo matrix
#

Thanks a lot! This is really exciting, never knew scripting could make such a difference. I'll definetly look more into it πŸ˜„

plain gale
#

It's a lot of fun once you get the hang of it πŸ™‚

floral glade
#

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?

plain gale
#

IND_C_F is correct according to the biki

floral glade
#

Thank you!

stable radish
#

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

unkempt bison
#

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

tranquil violet
#

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.

warm finch
#

@unkempt bison this will collapse the 3den entity list ['collapseEntityList'] call bis_fnc_3DENInterface;

unkempt bison
#

ily

warm finch
#

expandEntityList doing the opposite πŸ™‚

#

and ['collapseAssetBrowser'] call bis_fnc_3DENInterface; if you need to do the same for the right panel.

unkempt bison
#

Thanks Chief

plain gale
#

@tranquil violet A basic mission should be quite easy. Just try it and ask if you need help #arma3_scenario

tranquil violet
#

alright thanks.

primal wave
#

@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.

oblique karma
#

I’ve been trying to setup a trigger that ends the game for a co-op scenario. But nothing I do works. I’ve set it up as a β€œend when opfor not present” and a setup with two triggers but nothing I do seems to work

primal wave
oblique karma
#

It seems the trigger just isn’t firing because I already tried the script. I’m not sure why though unless dead opfor still counts?

prisma oyster
#

Condition "this"
and
On Activation "call BIS_fnc_EndMission"?

tranquil violet
#

Thanks Metin! I'll give it a look later

primal wave
#

@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.
oblique karma
#

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

broken inlet
oblique karma
#

yeah but the only var its calling is the BIS_fnc_EndMission

broken inlet
#

That's a function

oblique karma
#

Or sorry a function

#

But that function should be a global

#

Or when calling it I need to say global_BIS_fnc_endmission?

broken inlet
#

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

oblique karma
#

I didn’t use _this though just β€œthis” I checked for spaces as well

broken inlet
#

Since the error is

Error Undefined variable in expression: _this

#

The script snippet shows you defining _this though, no?

oblique karma
#

It does but it still shows up without a _

broken inlet
#

Btw what's the # for in

_end = #_this param [0,"end1",["",[]]]];
?

oblique karma
#

I’m not even sure

#

It’s just the message it gave me

#

All I have is a trigger

#

Condition: this

broken inlet
#

Oh so that's not code you wrote, no?

oblique karma
#

No

#

It’s just a little error on a black box that shows up when the trigger activates

broken inlet
#

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 heh

oblique karma
#

Aight

plain gale
#

@oblique karma How do you call the function?

oblique karma
#

nvm I got it fixedc

#

once the trigger started working I changed the type to end and it worked

plain gale
#

πŸ‘

hoary flower
#

can someone help me string some deck crew animations together in 3den using triggers
cant seem to get it to work

weak spoke
#

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.

vestal perch
#

unfortunately no, grass cutter objects is the only way

weak spoke
#

Ahh, ok. Good to know--thanks!

vestal perch
#

@weak spoke I think dedmen posted out one max sized one as p3d somewhere in this server.

weak spoke
#

hmmmm ok

still geyser
#

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

silver dune
#

Plopper (the replacement for ObjectPlacementTBH) will help with that

still geyser
#

ah, thanks

#

What is a practical amount of AI to have though?

silver dune
#

I can PM you a link to their discord if you'd like

still geyser
#

Sure thanks

silver dune
#

I have a possible 300 at any one time on my server so...

still geyser
#

Any major performance impacts?

#

above 20 FPS?

silver dune
#

I generally have over 40 server fps

still geyser
#

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

silver dune
#

Oh yeah, I have a proper dedi

still geyser
#

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

primal wave
#

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?

vestal perch
#

possibly this combined with couple of other commands run in the devconsole in 3den

cunning plover
#

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

mossy kernel
#

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.

vestal perch
#

have you set up a custom identity type in config for it and set the character to use only that identity?

mossy kernel
#

no, how do I access that config?

vestal perch
#

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.

plain gale
#
{
 class Armstrong
 {
    name = "Armstrong";
    nameSound = "Armstrong";
    face = "whiteHead_04";
    glasses = "None";
    speaker = "Male01ENG";
    pitch = 1;
 };
};```

https://community.bistudio.com/wiki/Arma_3_CfgIdentities
mossy kernel
#

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...

plain gale
#

@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.

prisma oyster
#

It can be, yes

sturdy wharf
#

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.

old silo
#

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

chilly vigil
#

Is there a way to stop a door from opening? I’m trying to lock a bunch of csat troops in a building

plain gale
#

you can try the Edit Terrain Object module @chilly vigil

chilly vigil
#

Thanks I’ll give it a try

#

Could you tell me how to lock the doors?

plain gale
#

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

chilly vigil
#

Yep worked

#

Thanks

chilly vigil
#

Is there any way to set a explosive charge from across the map and detonate it from the location I’m at without placing the explosive

prisma oyster
chilly vigil
#

And I enter that stuff in the init in attributes?

prisma oyster
#

no, you would need a script. I don't think there is an easy way to do so from the Editor.

chilly vigil
#

Script?

prisma oyster
#

Script.

chilly vigil
#

How do I get to that?

chilly vigil
#

Also is there a way to attach a artillery piece to a truck so I can move it around

prisma oyster
#

yes - attachTo. Again, I don't think one can do it through Eden

chilly vigil
#

I mean like I can place it down. Then load it up and move and place it again

prisma oyster
#

it is doable, but that is scripted behaviour, nothing the base game can do without a script.

chilly vigil
#

Damn

prisma oyster
#

unless your artillery is a mortar then you can take it down as two backpacks

mossy kernel
#

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

chilly vigil
#

I cant add a vehicle onto the transport black fish for some reason

mossy kernel
chilly vigil
#

Sling loading. What will sling load?

silver dune
#

Things a helicopter will carry... crates, light vehicles

chilly vigil
#

So how do I set up the module?

silver dune
#

Huh?

chilly vigil
#

In the system tab there is a sling load module

glass raven
#

@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?

plain gale
#

@glass raven Wasn't my issue, @mossy kernel was asking how to get custom identites working.

glass raven
#

indeed

mossy kernel
#

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

prisma oyster
#

nay

for helicopters, try setting them different flight altitudes with flyInHeight @mossy kernel

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

warm finch
#

@prisma oyster formation should work for AI in the air should it not (assuming the units are grouped)?

mossy kernel
#

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 (:

warm finch
vestal perch
#

What kinds of manouvers are you trying to make?

mossy kernel
#

Glee

#

that was intended for @warm finch but also not wrong for you @vestal perch

vestal perch
#

And how many AI do you have in the air?

mossy kernel
#

the plan is to have myself and two AI jet wingmen with each of us having an escort of two UAVs

vestal perch
#

Ah. That will be very difficult to maintain unfortunately.

#

Especially if you want them to fly in close formations

mossy kernel
#

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

vestal perch
#

Well the main issue is that you can't easily access the AIs logic except pointing it to go to xy coordinates

mossy kernel
#

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?

mossy kernel
#

how to comms?? basically

fading goblet
#

tell the person to follow the server rules and not fire at friendlies...

mossy kernel
#

it's AI

fading goblet
#

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
mossy kernel
#

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

fading goblet
#

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

mossy kernel
#

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"

chilly vigil
#

Is there anyway to have a armored unit all move at the same time without you having to move first

mossy kernel
#

getting to the real questions

#

waypoints I presume

mossy kernel
#

I'm prolly good with these resources for a few good days now, thanks for your help πŸ™‚ I'll be poking in now and then~

mossy kernel
dim kindle
#

any idea how can i make random objectives appear on map without any mods?

daring siren
#

Create random objects via scripting and put markers on them if you want them on the actual map itself.

broken inlet
#

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

chilly vigil
#

How do I start a multiplayer server with multiplayer Spawners without having npc running around the map

prisma oyster
#

multiplayer spawners…?

chilly vigil
#

How do I make the role then

#

(Asking for a friend. His words not mine)

plain gale
#

You need to disable the AI in the Editor.

#

There is an option in the Multiplayer section

#

Or was it General?

gritty sable
#

is there anyway to easily make anti air units more aggressive? like against ground units/vehicles generally?

plain gale
#

You can try to raise their skill.

fading goblet
#

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.

gritty sable
#

ok ill look for that

mossy kernel
#

Has variable thrust been coded into any jets yet? I need a flight governor and trimming for jets too 😐 I want to just switch to DCS tbh but I dont have the command yet

vestal perch
#

@mossy kernel none of that sound like what Arma can do.

chilly vigil
#

When I spawn in editor and go into a vehicle I can’t third person drive

prisma oyster
#

press Enter on the numpad, unless you have a higher-than-normal Difficulty setting

chilly vigil
#

It doesn’t work

last aurora
#

check your difficulty settings

chilly vigil
#

I have it on the lowest

last aurora
#

check your key bindings

chilly vigil
#

It worked in the campaign but not in editor

last aurora
#

modded?

chilly vigil
#

It didn’t work even before I got mods

last aurora
#

Β―_(ツ)_/Β―

dim kindle
#

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.

chilly vigil
#

Any way to disable fatigue and enable unlimited carry weight?

#

Ping por favor

prisma oyster
#

unit enableFatigue false in scripting @chilly vigil

plain gale
#

@dim kindle Why can't they be deleted? Is Zeus unable to select them?

dim kindle
#

Yeah they dont have any form of identifying marker to highlight and delete

#

@plain gale

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.

dim kindle
#

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

primal wave
#

@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)

broken inlet
#

Hm maybe something like a github or dropbox to share the files? @primal wave

plain gale
#

OneDrive could work. You can set the Documents folder to be synced automatically.

fluid mulch
#

Might make some sort of escort mission and accidentally run into a huge group of enemy.

dim kindle
#

@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?

plain gale
#

There is. Search the biki for Virtual Garage

robust wing
#

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?

prisma oyster
#

what is VVS? @robust wing

robust wing
#

Virtual Vehicle Spawner

prisma oyster
#

seems not vanilla, I don't know this.

robust wing
#

ah yeah correct it isn't... If this is the wrong place to ask my apologies

prisma oyster
#

not especially, but it then becomes quite specific and less people may know (but still some may)

robust wing
#

Understood πŸ™‚ I'm just trying to come up with a way of spawning in vehicles πŸ™‚ I have the Arsenal working perfectly though...

dim kindle
#

@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]; 
}];```
plain gale
#

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.

chilly vigil
#

In support requester what do I put in the spot that says β€œCustom HQ”

#

Ping me

willow gorge
#

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

plain gale
#

What's the name of the module? @willow gorge

willow gorge
#

it was the old man scenario's fast travel module

robust wing
#

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)

prisma oyster
#

Perhaps

robust wing
#

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

prisma oyster
#

…and respawning is totally fine with realism, of course πŸ˜„

I don't know the respawn module but does it use markers?

jaunty crypt
#

Hello ! Excuse me ! How to put on a panel, a spawn of "Garage" vehicle which spawn in such a place?

oblique needle
#

@robust wing Change buildings

robust wing
#

@oblique needle thanks mate! That did it... weird it didn't work in the other one

nocturne flower
#

How do i make the quad's wheels invisible

#

I know the texture trick but how i apply it to the wheels

prisma oyster
#

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

pseudo matrix
#

Hey, I always wanted to make a cutscene similiar to that in the "TacOps" campaign. Any documentation on that?

last aurora
#

Most cut scenes are motion captured. No joy unless you have a mocap studio

pseudo matrix
#

Mocap?

last aurora
#

Motion capturing

#

Recording the movement of RL people and translating it to game animations

prisma oyster
#

I think he means the 2D animated intro

pseudo matrix
#

Yes, sorry for not making it clear

prisma oyster
#

which is doable, but I don't remember which fnc πŸ˜„

last aurora
#

OK, can't recall that

prisma oyster
#

BIS_fnc_timeline*?

#

BIS_fnc_animatedOpening
BIS_fnc_animatedScreen
BIS_fnc_animatePicture

but most are undocumented

pseudo matrix
#

Oh jeez thanks! and oh dear...

Question: tac ops still is encrypted right?

pseudo matrix
#

I owe you all a beer, massive thanks!

oblique needle
#

@robust wing Arma physics are crazy stupid. The ceiling of some buildings are created with solid 1&0's per say.

hazy yarrow
#

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!

hazy yarrow
#

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?

dim kindle
#

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?

prisma oyster
#

do you mean scenario-wise?

eager hull
#

attack camp, capture leader, repell qrf

pseudo matrix
#

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.

prisma oyster
#

I believe Locations are what they are called yes, you could use that

pseudo matrix
#

I tried it, but how does it work?

prisma oyster
#

quite well actually 😁

I don't know, I only know the script version sorry

primal wave
#

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.

ornate briar
#

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.

ornate briar
#

nvm found it looks like its a contact non-global asset. Sfx_Shockvest_Impact_02

primal wave
#

What is a straightforward way to find the distance, or length of a line, in the Editor?

prisma oyster
#

…I create a trigger to measure with its radius

primal wave
#

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.

plain gale
#

use 3den Enhanced and the measure distance function πŸ™‚

oblique needle
#

@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.

dim kindle
#

3den enhanced has a measure distance tool, which basically works as a ruler

trail thunder
#

How do I go about setting a respawn on top of the carrier?

ornate briar
trail thunder
#

I have the Z set higher then then deck

broken inlet
#

I usually just use a grass cutter my respawn point

trail thunder
#

Whats a grass cutter?

broken inlet
#

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

prisma oyster
#

empty helipad for the win!