#arma3_editor

1 messages · Page 34 of 1

broken inlet
trail thunder
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@prisma oyster how do I use the empty helipad to fix it?

dim kindle
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under signs - helipads there is an invisible helipad

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place that on the deck of the carrier

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and i dunno how to help you from there

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soz

broken inlet
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You can just assign the variable name respawn like you'd do a marker

trail thunder
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I spawned the grass cutter and set the variable name to respawn_west_USSWaspe and the respawn doesn't work

broken inlet
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Did you turn on custom respawn positions in the attributes @trail thunder

ornate briar
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if you need to know how to use the respawn point, read the help info it tells ya just name it a specific way. odd not seeing that help info now..

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well still in the wiki atleast You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here. Alternatively you can also use the Respawn Position module.

trail thunder
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@broken inletof course I did
@ornate briar thats not much if any help. I'm needing help directly in regard to a carrier spawn.

ornate briar
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do you mean litterally spawning the carrier like on teh fly? thought you meant putting a spawn 'on it'

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read what you first said then clarify. as the photo shows exactly how to place a respawn on top of the carrier. just a matter of setting what side etc in the options of the module.

trail thunder
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Putting a spawn on it and spawning on top of the carrier. Spawning on top of it is the problem. I tried the grass cutter and helicopter pad trick but it doesn’t register then as I can only assume because they are objects .

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I had the respawn sitting at a Z of 40 and it would put them in parachutes and anything less would either put them in the ocean or in the inside of the carrier

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It could also be because I’m using the lhd from cup and not the dlc carrier

ornate briar
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talking the long helo one? straight carrier

trail thunder
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Yes

celest sigil
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How do I make custom units from a mod procedurally generate as you get within a certain distance?

prisma oyster
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wut?

celest sigil
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I can make things spawn when you get within a set distance, but it is always vanilla units or some random mod I have

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Don't want to spawn everything on the map ay once and make it laggy

prisma oyster
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I can make things spawn
how do you achieve that?

celest sigil
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There are mods for it where you set a custom spawn point and pump out a certain amount of ai and their behavior

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"30 men spawn and start patrolling when you get within 300m" stuff like that

broken inlet
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take a look at the variety of create commands

celest sigil
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On armaholic somewhere?

broken inlet
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on the wiki

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just google arma 3 create

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should get some BI wiki stuff showing up

celest sigil
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Okay cool

ocean sigil
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how do i test in multiplayer?

broken inlet
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Click Play at the tio
-> Play in MP
@ocean sigil

ocean sigil
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nice thanks

rotund comet
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hello. can i some how set globally all friendly units as switchable? it should also count for later midgame added units via zeus

cloud sparrow
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{
    addSwitchableUnit _x;
} forEach (allUnits select {playerSide isEqualTo side _x});
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this should work

rotund comet
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is there anyway to invoke this also midgame in a sp scenario? maybe over debug console?

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hmmm looks like it works in a zeus console if i am not misstaken 😄

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is there also such nice tiny script to att all friendly units to HC? 😄

cyan hamlet
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can someone help me figure out how to save the oil rig as a compostion then you can use it in any scenario

ocean sigil
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How do I set up a respawn system for an MP scenario

dim kindle
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@cyan hamlet for that you have to find the mission folder and unPBO it then you can load it in the editor

cyan hamlet
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yea i just figured out how to do it

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was able to answer my own question

vale sage
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Hello everyone, can someone please give me tutorial about different scenes implementation during gameplay? So for example after briefing of a mission, the screen would fades to black and move player to another scene where he is being inside a helicopter. Another example will be if player arrived at his specific destination to meet a few people, but right after he arrived at that location, there is no AIs or anything, and then a few seconds later the screen fades to black and goes back to the gameplay again, and then the AIs that he supposed to meet appear in said position. I don't know if I'm wrong or not, should I use getPos/setPos or something like that to move the player position? and BIS fnc fadeEffect to create the black fade? So basically its a common scene that you'll find on COD/Battlefield that moves player to other location or manipulate entities/object around him after the black screen fades disappear.

Those are featured in this video here https://www.youtube.com/watch?v=N1UptZVvG9c at mark 1:16, 4:38, 5:30, 17:40, 18:46.

And you guys can find the the creator mission file here https://steamcommunity.com/sharedfiles/filedetails/?id=592798397
I wanna replicate some of what he did in his mission.

dim kindle
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for starters, you could try to subscribe to the mission and unPBO the mission file and load it up in the editor yourself

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i cant really help further than that since i never messed around much with that stuff

vale sage
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I've unPBOed the mission file, but still i have no idea how he does that. The ingame script inside trigger seems simple, but i couldn't figure it out what it means. Also he uses a lot of sqf script outside mission sqm.

eager hull
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https://imgur.com/a/a5nXCxv
I'm trying to spawn these pieces with createVehicle and getPosASL with some invisible helipads, but when I activate the script the ponds just spawn at various heights
tried with ATL too and nothing

marble moth
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Hey all, Im looking to adjust the time a players body despawns after death. Can anyone point me in the right direction for the file to edit?

prisma oyster
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check garbage collection settings in Eden @marble moth

marble moth
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Thanks. Ill take a look

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// Corpses and wrecks
class AllDead
{
lifeTime = 15;
interval = 5;

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This bit ?

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@prisma oyster

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looks like thats it. thanks!

glass raven
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Is there a quick and dirty way to make a wall impenetrable by rounds? I tried disabling enable damage and adjusting the armor value via eventhandlers. Bullets still go through

ornate briar
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do you need to access both sides of the wall? if not use the invisible barrier (wish that was resizeable..) but other then that try concrete panels inside the walls? basically comes down to what mat the model is replicating. wtb steel plates just for this. honestly surpized it dont exist

glass raven
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Its the VR "billboard" walls but yeah invisible wall might work

dim kindle
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Any mission that i can choose which factions it uses like dynamic combat ops?
Would be nice

ornate briar
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pretty much always can pick any faction in the editor unless you specifically meaning on the fly in a running mish.

dim kindle
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I meant something like dynamic combat ops in which it generates a mission and i can pick which factions it uses

ornate briar
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Alive?

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if you mean autogen a mish in the editor itself not sure honestly.

dim kindle
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Yeah

glass raven
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oh, wait, crap - @ornate briar the invisible wall doesnt work 😦

ornate briar
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really? wierd sworn that was like a completely unpenetratable object

glass raven
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:/ yeah. too bad

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i guess we'll just have to watch our fire

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physically i cant walk through it, but bullets go right through

vestal perch
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what object did you use for the invisible wall?

glass raven
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the actual invisible wall entry

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was there another i should use? purely vanilla assets

rich folio
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hey

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whats up

prisma oyster
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the sky! 🌥️

broken inlet
terse pond
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Everytime I place down compositions in the editor they either fly off, collapse or are all skewed. Anyone knows what might be causing this or knows a fix?

broken inlet
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In the 3den editor or Zeus ? @terse pond

terse pond
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I'm using the editor!

broken inlet
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which FoxBlepDerp

terse pond
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3den editor

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I've been messing around with the dynamic simulation option and it seems to work now but wouldn't that make the objects invincible?

dim kindle
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No

broken inlet
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Dynamic Simulation means that the objects only start being simualted when the simulation condition is met

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(Which is a player being within a few km by standard iirc)

dim kindle
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ive had an incident once where my view distance was longer than the mission's dynamic simulation so i could see the enemy just standing frozen

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i shot at them and when i moved close enough for the DS to kick in they just fell, dead

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iirc you can actually edit the mission's view distance from the general attributes

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or maybe ive been playing with 3den enhanced too much

ocean sigil
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how do i make my zeus spawn in a mp match? it's saying respawn disabled

dim kindle
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check general - multiplayer and make sure the respawn is enabled form there

broken inlet
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Actully I think that thats an issue with virtual entities not having a spawnpoint and not being able to use the standard non-faction one

ocean sigil
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Yeah so how do I fix that?

dim kindle
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I don't think you can, you might want to actually use a civilian entity and give them Zeus permissions instead

ocean sigil
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Hmmmmmm

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IT WORKED! Thanks guys!

broken inlet
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Yeah thats the unfancy fix

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theres a fancy fix iirc but I cant remember it

rotund comet
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hello, some how i cant google the info about "hetman" advanced setup. has some one a hint?

fair needle
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when i use discord on arma 3 my gunshot noises have gone ? anyone know a fix

prisma oyster
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I suppose not just gunshots, all sounds?

fair needle
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nope i have every other sound of foot steps and other people guns shooting just not my own.

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it work when i dont use discord thought

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though*

prisma oyster
fair needle
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okay cheers 👍

cloud moss
sudden gazelle
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Quick question, so how do you load a eden mission without all the required mods/assets?

prisma oyster
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you remove mod-related units and scripts then save, then reopen vanilla Arma

sudden gazelle
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Now that you say that I feel so dumb not thinking to do that, lol, thanks

prisma oyster
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sometimes a dependency doesn't get removed, so after that you have to edit mission.sqm by hand

glass raven
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with respect to the deleteVehicle command, how do I remove an AI soldier entity from single player missions since there is no player to occupy his slot?

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Note: the mission is meant to be played in both single player and multipler

cloud moss
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@glass raven Any reason you HAVE to use deleteVehicle? My go to option would be to disable AI in the mission settings. Other possibility is to edit the condition of presence on the unit to isMultiplayer.

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or ```sqf
!isPlayer this

glass raven
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oooohhhhh

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thats alot easier

autumn sluice
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what UAV loadout is optimal for airstrikes?

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what bombs should i use

last aurora
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depends on your targets

autumn sluice
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unarmored targets

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little men with guns

last aurora
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HE

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(high explosives)

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no need for anti armor

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GBU for example

autumn sluice
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how do i get the gbu to track the targets properly?

last aurora
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you dont

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unless you have a JDAM kit

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GBU is freefall

autumn sluice
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ive tried the agm-114, but they dont aim either]

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they just go straight forward

last aurora
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agm are laser target iirc
or need to be logged on to by radar
can't recall

autumn sluice
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laser

last aurora
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you need to paint the taget with laser then and lock the missile to the laser

autumn sluice
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ah

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what is the key for locking again

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t?

last aurora
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you need to see your key bindings. mine are not vanilla, can't tell

autumn sluice
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ok

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i think its t

glass raven
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@cloud moss is it possible you could explain the trick to removing unused single-player elements to me in a little more detail?

glass raven
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or, frankly, anyone with the time?

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because i tried setting up my triggers to clear my start zones of unused assets...

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also, deleteVehicle _soldier1 (with soldier1 being the variable name of my soldier as a test) fails to remove the actual solder from the field...what am I missing?

minor idol
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is it infantry you're trying to delete or a vehicle? if its a vehicle you have to delete the entire crew first IIRC

glass raven
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Its infantry

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But by Arma syntax aren't they also considered "vehicles"?

prisma oyster
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Yes they are

cloud moss
glass raven
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Indeed. So the question is what's the easiest wy to remove those AI without deleting them so as to preserve the multiplayer slot?

dim kindle
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Go to general at the top of the eden interface - multiplayer and disable AI

cloud moss
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Go to general at the top of the eden interface - multiplayer and disable AI
@dim kindle That will only disable AI in MP

dim kindle
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i think there was a ishumanplayer condition, maybe you can start working on a solution from there

prisma oyster
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private _atlPos = getPosATL theUnit;
if (!isPlayer theUnit) then {
  theUnit enableSimulation false;
  theUnit setPosASL [0,0,0];
};
waitUntil { isPlayer theUnit };
theUnit enableSimulation true;
theUnit setPosATL _atlPos;

@glass raven @dim kindle

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for a more advanced form with dis/connection you could toy with the "local" EH

glass raven
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@dim kindle yeah i tried that last night - the single player AI still show up. even tried adjusting the probability of presence gradient to 0; they still showed up

cloud moss
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Q: Why does get3DENAttribute return an array?

vestal perch
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Which attribute? Or all of them?

cloud moss
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The command in general

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eg ```sqf
get3DENSelected "trigger" #0 get3DENAttribute "name"

returns ```sqf
["trgTest"]
prisma oyster
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I would say: because some attributes can return multiple values?

cloud moss
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set3denAttribute does not have that functionality

vestal perch
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Rotation and location take arrays

cloud moss
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get3DENSelected "trigger" #0 get3DENAttribute "position"
// returns: [[352,96,0]]
vestal perch
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Not arrays within arrays like that though.

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It's likely due how the data system for the editor is build

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Just the way its coded

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Sooo answer to why would be because the one who coded it made it that way.

cloud moss
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Hmm

fading goblet
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Guess it's designed in a way so that custom attributes can contain multiple values

cloud moss
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But there is no command to assign multiple values to the same attribute, is there?

prisma oyster
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the timeout returns an array of [min, med, max] , maybe?

but maybe as HG says, it was thought to return an array on early conception, then it was not used in the end

vestal perch
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It's perhaps best to not linger in the matter too much since there is nothing that can be done about it.

prisma oyster
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^ hail HorGo

cloud moss
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the timeout returns an array of [min, med, max] , maybe?
@prisma oyster Returns: [[0,0,0]]

prisma oyster
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well then ¯_(ツ)_/¯

cloud moss
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I'm just trying to foolproof my script. So I'm just going to assume that there are no "secondary" attributes.

prisma oyster
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yep, I would go this way too tbh

plain gale
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There are no secondary attributes

mossy kernel
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Jets flying in loiter and regular take off patterns

mossy kernel
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Do you know if I can copy+paste clipboard groups into prefabs that I can spawn from eden/zues menu?

dim kindle
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yes

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right click on group icon - create custom compisition

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but thats for eden only

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i dont know about Zeus

mossy kernel
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ta, let me know if you find anything about Zues

rotund comet
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@cloud moss ye, but i can't find any readme for the advanced setup.

cloud moss
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@rotund comet Advanced setup as in disabling playable AI in SP?

mossy kernel
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Just need to get UAVs flying in diamond formation with me 😐 that's still so complex

prisma oyster
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these videos (should be described and) belong to #videos_arma @mossy kernel ?

mossy kernel
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Thanks for the reference! I'll move them over to there instead

vestal perch
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Formation flying is not exactly Arma thing.

eager hull
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you'de be more lucky attaching the planes together

edgy solar
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this function dont create screenchots "BIS_fnc_exportEditorPreviews"

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empty folder appears

prisma oyster
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¯_(ツ)_/¯

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did you follow the wiki tutorial?

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@edgy solar

edgy solar
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yes

prisma oyster
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what is your configured folder size for screenshots?

edgy solar
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1000

prisma oyster
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type "screenshot" in the debug console and execute, do you get a screenshot?

edgy solar
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screenshot "";

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?

prisma oyster
#
screenshot "wabbit.png"
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(or whatever you like ^^)

edgy solar
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dont create

prisma oyster
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so maybe you have too many screenshots in there already?

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@edgy solar do you have other data in <Documents>\Arma 3\Screenshots ?

edgy solar
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dont exist <Documents>\Arma 3\Screenshots

prisma oyster
#

where is your profile? \Arma 3 Other Profiles?

edgy solar
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yes

prisma oyster
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and in there, your Screenshots directory?

edgy solar
#

Documents\Arma 3 - Other Profiles\Kevin%20Roldan\Screenshots

prisma oyster
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(nice to meet you ^^)

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what is the weight of the Screenshots dir?

edgy solar
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0b

prisma oyster
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weird… the only thing that might (?) be an issue would be the space in your profile name :-\

edgy solar
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ok

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test now

prisma oyster
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with a new profile?

edgy solar
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=

prisma oyster
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then I don't know :-|

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(you do use png as extension, right?)

fading goblet
#

Just a side question regarding BIS_fnc_exportEditorPreviews; what do you try to make a preview of? Because not all objects can be used with this function.

last aurora
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RHS has a script in the mod that can create screenshots of stuff that BI functions can't (IIRC)

sinful zenith
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Maybe check rpt for screenshot issues. Not sure if it logs failures properly tho

edgy solar
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12:35:14 DX11 error : Saving of screenshot to file failed: : E_FAIL

prisma oyster
reef lintel
#

made sure they didnt get saved to the steam screenshot library?

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A:\steam\userdata\84xxxxxxxx\760\remote\10xxxxxx\screenshots

sinful zenith
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Arma doesn't write screenshots to there

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its not steam, its engine functionality

prisma oyster
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^
unfortunately if DirectX itself throws the warning, there is really something wrong :-\

rotund comet
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in zeus i dont have "units -> other ->". i had once ammo boxes and weapon crates. any idea?

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i have zeus enhanced, 3den enhanced, and zec templates and compositions

dim kindle
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all those are under objects/empty

rotund comet
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nothing there

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i mean, no box, crate, etc.

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only buildings

vestal perch
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Try without mods.

plain gale
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make sure to reset the search

rotund comet
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ok thx

weak sequoia
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how do I make a sleep script? As in walk up to a bed and be able to sleep to skip to day / night

vestal perch
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timeskip

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or skiptime. Wiki will know

sinful zenith
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addAction, skipTime, remoteExec

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not sure if skipTime has that blackscreen "some time has passed" overlay tho

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i doubt it

weak sequoia
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thanks guys, ill check it out

plain gale
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There is a module function which can do that

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moduleSkipTime maybe?

sinful zenith
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ah! I was looking for fnc_skipTime

plain gale
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I was sure it's the module which does the transition, but it's setDate afterall

eager hull
#

I can't find the classname of the huron ramp
looking in the config but don't know what to look for

plain gale
#
"door_rear","door_rear_hide"```
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Try these if you wanna animate them

eager hull
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yeah it was Door_rear_source
any clue for landing gear and cockpits?

plain gale
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Everything you need to know

eager hull
#

thats infinitely more organized

empty oasis
#

is there a reason that

while {daytime < 21} do 
{
  skipTime 0.00333; 
  sleep 0.1;// Smooth time transition
};

just crashed my game

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nvm it just froze and gave a generic error
whats wrong with that

prisma oyster
#

nothing, but don't run it from the debug console

empty oasis
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i ran it from a trigger

prisma oyster
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no sleep in a trigger

empty oasis
#

ah
what if i use [] spawn

prisma oyster
#

spawn it yes

empty oasis
#

also sidenote: is there anything wrong with using nul spawn { ?

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i see others doing it with [] spawn or [] = spawn but there doesnt seem to be a difference

prisma oyster
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[] = would throw an error…

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nil spawn

empty oasis
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it would seem that it loops infinitely

empty oasis
#

im using the following code to enable the simulation of all units in a group but its not working; its in a trigger

{_x enableSimulationGlobal true;} forEach (units cp_g1)
cyan hamlet
#

how can i copy a object and duplicate it

vestal perch
#

ctrl+c ctrl+v

cyan hamlet
#

damn i feel stupid lol

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just like any normal copy paste

vestal perch
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yep

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also all the tools are in the top row menus

cyan hamlet
#

ok thank you for your help

lost basalt
#

ummm im new to arma and have some mods but when i edit my character and give it a gun i only have 1 mag can't find a way to give more :p.

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@here sorry for tag

dim kindle
#

how exactly do you edit?

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like through the virtual arsenal?

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if so, go to your uniform/vest/backpack and look to the magazine icon on the right, click on it and it should show you ammo for your currently equipped weapons

lost basalt
#

hm lemme see

sinful zenith
#

"sorry for tag" well be happy that it doesn't work. Otherwise you would have pinged a couple thousand people, followed up by being banned for that.

dim kindle
#

i think a couple thousand is more than an understatement

sinful zenith
#

23,5k

lost basalt
#

:(). sorry

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5k

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@dim kindlere. is only for online

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but no i can't find it

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@dim kindle

dim kindle
#

do you have a weapon equipped?

lost basalt
#

yes

dim kindle
#

huh

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can you screen share?

lost basalt
#

i can send screens in dm

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screenshots

dim kindle
#

Go ahead then, let me see

cyan hamlet
#

when i launch my mpmission im editing im getting an error "Preprocessor failed with error - Invalid file name(empty filename)" any idea why im getting this

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figured out why im getting it lol its my description.ext file :/

severe aspen
#

Is it possible to give a object the ability to be slingloadable???

vestal perch
#

I think no. If I recall right slingloading compatibility has to be configured in the objects config files when its made

prisma oyster
#

@severe aspen if it is a vehicle, you could lower its mass with setMass

severe aspen
#

okay.thx

last aurora
#

IIRC model itself not just need the config for sling loading, but also memory points in the 3d model

plain gale
#

That's true, but I can always be attached via script

eager hull
#

do cinemaborder work in MP?
I'm getting an error
no disabled saving state assigned to fnc_cinemaborder_disabledsave
if that helps I did disable saving

prisma oyster
#

@eager hull BIS_fnc?

eager hull
#

@prisma oyster what do you mean?

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I did write it correctly

[0, 2, true, true ] call BIS_fnc_cinemaBorder;

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it only appears like that in the error

plain gale
#

Should work fine in multiplayer, where did you execute it?

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I get that message if I execute [1, 2, true, true ] call BIS_fnc_cinemaBorder; twice within a short time

short mantle
#

hi I'm at a loss as to what's going on with editor lights. at the moment, I'm trying to use lightAttachObject to make a roof-suspended light in a building. I've used several different objects so far, but with each one, the light always seems to spawn on (or in) the ground.
below 0.5 brightness, it doesn't illuminate the room and instead just illuminates below it.
I'm in the Multiplayer editor.

I'm using this in the Init of the object:

this setVectorUp [0,0,1]};
light1="#lightpoint" createVehicle [0,0,0];
light1 setLightBrightness 0.35;
light1 setLightAmbient [1,1,0.5];
light1 setLightColor [3,0,0];
light1 lightAttachObject [this,[0,0,0]]```

Any help would be greatly appreciated.
prisma oyster
#

@short mantle setPosATL / getPosATL

short mantle
#

I did try that using a script - but that didn't work either.

#
_intensity = _this select 1;

_light setPosATL[(getPosATL _light select 0), (getPosATL _light select 1), 1.8];

BIS_lightEmitor01 = "#lightpoint" createVehicleLocal getPosATL _light;  
BIS_lightEmitor01 setLightColor [1, 1, 1];
BIS_lightEmitor01 setLightBrightness _intensity;
BIS_lightEmitor01 setLightAmbient [1,1,1];
BIS_lightEmitor01 lightAttachObject [_light, [0, 0, 0.1]];```
prisma oyster
#

you create light at 1.8m of the ground

vestal perch
#

What type of object are you trying to attach it to?

short mantle
#

Empties. Particularly, a mod object and the tent light from the Contact DLC.

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@prisma oyster And it still spawns on the ground no matter what height I set it to.

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I also tried an invisible helipad

vestal perch
#

Have you tried attaching them to the tent?

short mantle
#

I'm not trying to attach them to a tent, my bad. It's just a Tanoa environment building.

#

To be more clear: I'm trying to attach it to a lighting-related empty to put inside an environment building.

vestal perch
#

Now you've lost me.

short mantle
#

At what part?

vestal perch
#

Is the it the light point or the Tanoa tent light

#

And what is the purpose of the empty?

#

To mark the spot?

short mantle
#

The Contact tent light object has no native lighting capability, unlike say the portable lights. The empties I've used, including the Contact Tent Light, have been to give visible source to the actual #lightpoint script. I'm attempting to put the empty object with the light script in one of Arma 3's default environmental buildings as a room light, but the spawned light (not the object it's attached to) seems to only spawn on the terrain instead of being attached to the object.

#

Rather, on the terrain below the attached object.

#

Nevermind - apparently the tent light does have native lighting capability without scripting. It wasn't working before, for some reason.

eager hull
#

@plain gale thats the full batch
maybe I need to reverse the 0 and 1
always mix them up

#
[1, 2, true, true ] call BIS_fnc_cinemaBorder;
titleText ["", "BLACK IN", 5];
sleep 5;
[0, 2, true, true ] call BIS_fnc_cinemaBorder;```
uneven furnace
#

Hey guys! I don't know if its the right channel to ask, but can anybody tell me how to make AI units surrender when throwing a concusion or tear gas at them? I'm quite new to the editor, and appreciate every help.

#

I am playing ACE 3 btw.

vestal perch
#

I would say there is not any ready made plug and play method for that

#

you would need to detect when the concussion or tear gas effect make and add things to happen after that.

uneven furnace
#

So maybe there is a little ready made script for AI surrendering when recieving x amount of damage? Sorry, but i am not so good into scripting, and i need this one particular future for a mission i am attempting to make.

vestal perch
#

likely someone has made one, but you will have to get lucky for someone to have it ready for copy pasting. While it sounds simple, it may not be quite as trivial.
No better time than now to start learning scripting, it will come in handy in mission making in the future too.

uneven furnace
#

For sure. Thanks anyways!

rotund comet
#

is there a quick and easy way to make a own zeus composition?

fading goblet
rotund comet
#

thx

eager hull
#

anyone knows if its possible to modify group name without CBA?
or if I can modify them with CBA without creating dependencies?

prisma oyster
#

setGroupId? or directly in Eden if you want

#

@eager hull ?

eager hull
#

yeah I'm in eden
should specify I'm trying to change the group name in the lobby

prisma oyster
#

ah, different indeed

eager hull
#

I think some gamemodes in the official servers do have custom names so not sure
and I guess that if I save the mission with CBA it will create dependency right?

fading goblet
#

Group names are easy; in Eden you can set the names in the list on the left sidebar, which will show up in the lobby

#

And works in vanilla

#

At least afaik

eager hull
#

oh I'll try that

#

got used to just use the name@group method with CBA

#

@fading goblet that didn't do it

sinful zenith
#

CBA modifies the lobby UI to set the group names.
you need CBA loaded on clientside for it to work

eager hull
#

then is there really no way to modify lobby names? @sinful zenith

sinful zenith
#

not that I'm aware of. And considering CBA had to make a clientside mod to modify the UI.. They apparently don't know another way either

twin hazel
#

Couple of months ago i was working on a mission that had a bunch of compositions saved in layers, with their visibility disabled. I was then using getMissionLayerEntities to select the composition i wanted and unhide it at runtime. However when trying to use this in a new mission today, in the editor when toggling layer visibility the objects disappear. However when going in game the property no longer seems to carry through and all layers are visible in game regardless of what they were set to in the editor. Is this now intentional behaviour?

cloud sparrow
#

Layer visiblity should not carry to objects. Are you sure you were not selecting all objects in layer and changing their "show model" property earlier?

twin hazel
#

Nope.

#

As i went back to my original mission, and checked only the layers had their visibility toggled. All objects within were still set to show model. When i tried earlier today and it wasn't working i was beginning to wonder if i was misremembering the behaviour. But i do distantly remember the visibility carrying through as it was the core method i built this mission around in order to do large scale randomisation with relative ease and control.

cloud sparrow
#

Hmm. Maybe it was changed at some point but I do not recall that functionality.

#

You can always randomly select one layer and delete all other layers.

#

Would also be a little bit better performance wise.

#

no objects > hidden objects.

twin hazel
#

You can always randomly select one layer and delete all other layers.
Didn't think about this. Nice.

warped solar
#

What is the init to make an Arsenal

fair narwhal
#

Yo I need help making a mod

#

Any tips?

dim kindle
#

this is about the Eden Editor, i think other channels are closer to what you need help with

fair narwhal
#

Is there a channel?

#

For modding?

dim kindle
compact comet
#

Hello guys, I am creating a co-op scenerio where I am crashing a helicopter, ofcourse the AI will be flying it. I actually want players to get out alive from to helo. Is there anyway to do it that the players just survive the crash and not get knocked out/killed?

last aurora
meager locust
#

Are there any plans for that "Publish Custom Composition to Steam Workshop" option that is curently faded off in the editor?

dim kindle
#

no

meager locust
#

amaizing
that's exactly what i did not want to hear

plain gale
#

@meager locust This option has been there since the original release but was never implemented

sinful zenith
#

I vote for removing that button 😄

prisma oyster
#

nah, someone will add the functionality 👀 😄

sinful zenith
#

compositions can be added via mod right? Is there a wiki page explaining how?

#

they probably didn't implement it cuz they underestimated the complexity. And that hasn't changed.
I certainly wouldn't do that on my own

#

HG you need to finish what you started

vestal perch
#

Not on the phone.

#

The emote ui is not very great XD my tea is getting cold

#

@sinful zenith done.

sinful zenith
#

missing N?

#

😄

vestal perch
#

no

sinful zenith
#

bad lou

prisma oyster
#

Muhahahaaa

vestal perch
#

seems like he approves this new position

prisma oyster
#

gib salary for a year first, then maybe I'll consider it :p

vestal perch
#

volunteering means no salary man

#

its for the cause.

prisma oyster
#

one can't designate volunteers… but with a laser

#

my cause currently being "replace ArmA with Arma on the wiki"

broken inlet
#

one can't designate volunteers
Thats what we call Voluntold heh_r

meager locust
#

well

#

Why would one need to do a whole mod just for a small custom composition that he wants to share with others... like I wouldn't really see a problem with it and why not finish what they had the idea on implementing

prisma oyster
#

because Arma 3 is EOL, and they want to fix what remains of big issues and won't (likely) add any features

fading goblet
#

Because you either need a mod, or share profile variables (where they are normally stored).
The first part already exists, but generating a mod by the engine for a single composition is just too much work for BI. Not to mention the amount of "content" that will show up on the Workshop.
The second part requires a huge amount of programming; both on export, import and Workshop... again too much work for something you can easily work around...

#

In my unit we simply shared VR missions with the compositions in it, so everyone could load the mission and make a composition out of it.
Or we used a unit mod which had the compositions build in.

sinful zenith
#

like I wouldn't really see a problem with it
well you're not a programmer.. or just don't know how that steam file stuff works.

meager locust
#

yes ^ that i mentioned in other discussion, but still. I do share them as scenarios on the steam workshop but some ppl just don't want to have to mess with all of that putting into .missions folder stuff because of some alien reason. And some who want, can't just figure it out even if i give them a video on youtube which shows exactly what it needs to show.

vestal perch
#

you can help other people only so much and after that they have to take the next step themselves

plain gale
#

why not finish what they had the idea on implementing

#

Me neither, they could have at least explained why they didn't implement it and remove that button from Eden Editor.

lunar kindle
#

Howdy

meager locust
#

ik

cyan hamlet
#

Ok so working on getting the MK21 centurion to fire at targets but i cant seem to figure out how to get it to lock on to the target? can anyone help with this.

minor idol
#

MP Security-wise; Is there a difference between these two init fields?

_initFunc = compileFinal preprocessFileLineNumbers "scripts\init_helo.sqf";
[this] call _initFunc;

and

[this] execVM "scripts\init_helo.sqf";

Or does initialization order prevent any tampering with that script?

prisma oyster
#

MP-wise, you should know that every init field is triggered on a new player's connection

Security-wise, there should be no difference

sinful zenith
#

there is no difference but.. the compileFinal there is not needed

twilit canopy
#

Does anyone have the init field for making an object an Arsenal

broken inlet
#

Normal or ace arsenal? @twilit canopy

twilit canopy
#

Normal @broken inlet

prisma oyster
ornate briar
#

what is the format of save game files? is it a PBO/binzarized just not labeled as such?

sinful zenith
#

binarized config

unkempt gale
#

Can someone help me set up my addon for uploading to the workshop?

prisma oyster
round prairie
#

does anyone know how to apply an player camera to an Keyframe animation (for an scenario intro)

ornate briar
round prairie
#

k, i already saw that, but it doesnt explain how to do the same with a Camera

ornate briar
#

lemme hop back into the editor

#

camera as in fullscreen view or we talking PiP camera?

round prairie
#

fullscreen

ornate briar
#

im stumped as well and might do the same as Im about to suggest as I wanna know also now... but KP-Liberation has something like what you want, might be able to see how its done. https://github.com/KillahPotatoes/KP-Liberation its got a camera fly in when you first join the mission/cutscene/intro

warped flame
#

Is it possible to reserve callsigns for players only (meaning no UAV/turret etc. can have that callsign which would otherwise result in players forcefully getting a different callsign)?

prisma oyster
#

not that I know of besides changing group names in Eden?

warped flame
#

Now that you meantion it I was giving players groups custom names but in the warlords selection screen they did not change. Any idea how I can fix that?

prisma oyster
#

CBA mod does the change in the selection screen, there is no vanilla option

meager locust
#

Is there a way to prevent a Custom Composition to not put the objects randomly when loaded in?

#

Like i made a cv template on vr map, but when i load it as a custom composition on altis, the things go all over the place. And that happens with 99% of the custom compositions

#

Are there any ways to prevent that?

vestal perch
#

what does all over mean?

ornate briar
#

I put a dollar on terrain alignment throwing everything all over the place.

meager locust
#

all over the place means

#

when i do a cv template

#

with a lot of stuff on it

#

i save it custom composition

#

go on altis

#

place it on water/the salt lake where the terrain has no bumps

#

and the objects literally are all over the place

#

especially the planes, they really like not sitting on the deck

#

want me to provide screenshots?

vestal perch
#

are they just on wrong heights?

meager locust
#

yes

vestal perch
#

that would be what @ornate briar said then

meager locust
#

well i don't quite understand what he said

vestal perch
#

terrain alignment is the thing that sets heights relative to the terrain

#

oh and it also sets their directions according to the terrain surface

meager locust
#

hmmm yes

#

the floor is made out of... stuff

#

so how do i fix it

#

?

vestal perch
#

not sure, you could play with the placement tool toggles in the editor

meager locust
#

hmmmmmmmmmmmmmm

#

if only bohemia would finally finish that "upload custom composition to steam workshop" option they added since the alpha days

#

wouldn't that be epic

prisma oyster
#

still not going to happen

meager locust
#

i don't see why not

#

like, just why

#

so they just gonna leave that unfinished function into the game, cool

vestal perch
#

minor feature vs how much time it would take

meager locust
#

i mean

#

i wouldn't call it such a minor feature

vestal perch
#

and possible there is no good way to store the stuff in workshop

meager locust
#

what do ya mean

#

like

#

i legit

#

see no problem with them finishing the thing

prisma oyster
#

😫 again

vestal perch
#

they dont have free developers for that kind of thing

#

and no budget

meager locust
#

u wat

broken inlet
#

i wouldn't call it such a minor feature
I'd call it a minor feature, I've published missions through 3den before and didnt even notice nor ever need that

meager locust
#

it isn't a mission

#

doe

#

it is a custom template

#

which if you search on the workshop, there's quite a few template creators who all have the same problem

#

but even if it were a "minor" thing

#

it's not as minor as that blody campaign dlc

#

lol

sinful zenith
#

upload custom composition to steam workshop
sorry for that, I'll ask if we can remove that option ingame to stop people thinking about it

meager locust
#

or ye, atleast remove it to solve the confusion

broken inlet
#

The old man campaign is worth a lot more dev time than that minor feature

meager locust
#

i didn't mean the old man campaign

#

i ment

#

the dlc one

prisma oyster
#

Contact?

meager locust
#

no

broken inlet
#

FoxBlepDerp old man is a dlc campaign

meager locust
#

the one that litreally has a dlc for itself

prisma oyster
#

be more precise plz

meager locust
#

the mission dlc

broken inlet
#

laws of war?

prisma oyster
#

Apex?

broken inlet
#

or the combat patrol one?

prisma oyster
#

Operation Flashpoint?

broken inlet
#

now we're just throwing out random stuff

meager locust
#

this

#

god

#

dammit

broken inlet
#

Oh ye tac ops

meager locust
#

yes

#

how hard was it

broken inlet
#

that reminds me that I should play that sometime

#

how hard was it
in what context?

#

to make? to play? to publish?

meager locust
#

to figure out what i was meaning

broken inlet
#

pretty hard since you didnt explain what you meant much

meager locust
#

uhh

prisma oyster
#

don't worry, you'll make sentences one day 😛

broken inlet
#

But ye even tac ops is more important than that minor feature imo, and I didnt even play tac ops

meager locust
#

i was doing this

#

and i'm not typing in full sentences because i'm kinda frustrated bc of ruskie hackers on zeus

#

but yes, idk how it was not obvious to you when i said the mission dlc, when there's only a mission dlc which has the word "mission" it in. And i also don't get how a simple mission pack is more worth than a function, but ok.

broken inlet
#

slowmode on every chat to prevent short messages #when hehehe (/s)

sinful zenith
#

there are maybe a dozen+ designers/mission makers/scripters
There are half a handful of programmers which only have part-time time..
Missions > Engine functions.

meager locust
#

hmm ok

broken inlet
#

but yes, idk how it was not obvious to you when i said the mission dlc,
Because theres other dlcs that added missions, with old man being more recent aswell

meager locust
#

but is there atleast a way to fix the assets from flying?

#

like an easy fix

sinful zenith
#

so yes, it might feel important to you. But we can't think about you, we have to think about how to spend the time to benefit as many people as possible

#

"an easy fix" there is no "easy fix"

meager locust
#

i mean, look thru the workshop and you should see how many tempaltes are posted as scenarions and how everyone has the same problem in the comment section :.\

prisma oyster
#

¯_(ツ)_/¯

broken inlet
#

Also I'm pretty sure that more people played one of the tac ops missions than the amount of people that have complained about the function not being avaible heh

prisma oyster
#

look through the bugtracker and you will see people having animation problems/loading issues/crashes, and consider what is more important

#

considering Arma 3 not having a full team of devs, priorities have been set. It is not ideal, but it is what it is.

sinful zenith
#

I agree it would be a great feature. Maybe some resource are being moved around now that I brought it up. But it feels too big to handle. Some things are just not reachable even if we all want it, even internally.

meager locust
#

^

sinful zenith
#

Like. Every player wants 90fps smooth gameplay with next-gen graphics, as do all developers. Still won't happen.

prisma oyster
#

my TV only supports 60Hz though, so I would rather have animation bugs/city performance fixed :(

#

and maybe HDR support

meager locust
#

i mean, stuff like that is just something.... idk. just something else. I didn't say this feature was important i just asked what's the deal with it

sinful zenith
#

Yeah the deal with it is: very likely will never happen

meager locust
#

well then could i ask

prisma oyster
#

well… it was planned, it was teased (through the greyed out option), but in the end it was never implemented / was abandoned due to the way Steam works, and the resources needed to be put to solve issues

meager locust
#

why add it in the first place?

#

hmm

#

i guess

sinful zenith
#

Because it was on the roadmap. The designers were told "we'll add that, add it to the UI"
Then the time to release 3DEN came around, and there wasn't enough time to actually add it. so it was left

prisma oyster
#

unless they like to tease their userbase for 5 years straight 😄

meager locust
#

o

#

k

prisma oyster
meager locust
#

then the only thing that remains, is the hope that it will be finally added in 5-10 years when bi makes another game like arma 3/arma 4

prisma oyster
#

unfortunately. if I may ask though, for what is it needed?

meager locust
#

well

#

have you ever had that one time, when you made a noice base template, or something in the editor and wanted to share it with people? Or you're a Template creator for a community, and they want to use your templates across multiple maps?

#

It would be needed to be able to post it on the workshop, so people can have it directly as a custom template in their editor, without having to extract the pbo into their .missions folder, or the creator having to make a whole new mod just because he wants to share a small base template, or something like that.

#

The function is needed for this type of stuff... if it wasn't clear already.

#

and tbh, i wouldn't have a problem with posting the template as a scenario on the workshop, but the real problem is that when you try load the custom composition the assets go all over the place.

#

if there would be a fix on that, it would pretty much solve the whole problem, and wouldn't really need the function anymore

prisma oyster
#

so you "only" wanted to be able to post compositions; it was not e.g to share it and work on the same mission with a friend
ok

meager locust
#

well it is for sharing

#

that's what the workshop is all about, rite?

ornate briar
#

my TV only supports 60Hz though, so I would rather have animation bugs/city performance fixed :(
@prisma oyster I'd honestly rather see just native VR support. arma does support dual/triple head displays.

prisma oyster
#

@meager locust yes, I only wondered if it was for another purpose such as working with multiple people on the same mission. You could then use the "merge" option from Eden.

meager locust
#

yeah, maybe. But for now it's just the sharing part.

rotund comet
#

is there a editor composition where you can see all weapons, maybe in a shelf 😄

prisma oyster
#

the Arsenal?

rotund comet
#

yeah, it would be great to have just all items on tables, to visit ingame. but looks like no one did that so far.

prisma oyster
#

well maybe there is, but it sure is not the best way to ensure seeing them all

rotund comet
#

thats not so important

#

what place could i look?

#

armaholic?

prisma oyster
#

there or Steam yeah

ornate briar
#

actually old man does it so how its done can be figured out easily

eager hull
#

wouldn't having all guns as pickable weapons kill performance?

ornate briar
#

?

#

if you mean in terms of an arsenal, that more a problem when you start adding mods upon mods on... that and making sure your white/blacklist isnt massive. either all or nothing. hiding half the arsenal is asking for lag...

eager hull
#

oh not in the arsenal
I mean as physical weapons to pick up
like the matrix armory

fading raptor
#

its possible to change the P drive path from System C: to Harddrive F or something? (arma tools)

vestal perch
#

yes

fading raptor
#

okay? how to?

last aurora
fading raptor
#

thx!

rotund comet
#

can i flag a vehicle to be repair and ammo vehicle?

prisma oyster
#

@rotund comet Don't crosspost #rules

rotund comet
#

yes sorry

prisma oyster
rotund comet
#

yes

#

done

dim kindle
#

hay guys. i need some help i want to test some mods in editor wich aquired via a launcher from a server. but now battleye is blocking ace mods ( idk why ) wich is required to play the mission. does anyone knows a solution?

ornate briar
#

using the launcher? what does your BE tab show? everything good in there?

dim kindle
#

well i use a custom launcher to load all the mods. and be is blocking the ace mods. and i dont know why.

ornate briar
#

check your BE logs. since you using custom launcher no clue. likely where ever BE installed at which I have no clue. google. cuz the cause ranges anything from BE being the issue to windows itself. And since BE isnt crying at my Ace install think your issue is local to your machine.

dim kindle
#

but why should there be any issues? i mean i can play on the server just fine. its just crying when i want to test it in the editor.

#

okay well solved it lmao.

#

ive just loaded the folder and turned off battleye in the official launcher.

ornate briar
#

odd...

pine mica
#

Has anyone found a good workflow for editing a multi map mod? Currently I have a bunch of batch files that copy around mission sqm files, make directory junctions, set marker files etc., just so I can swtch between different maps without manual copy pasting or generating erroneous changed files in git.

prisma oyster
#

Multiple persons editing one mission? Eden merge feature

pine mica
#

no, multiple maps for a single mission

#

code is the same, only mission.sqm is different

prisma oyster
#

You can only have one terrain for one mission.

You could base your mission on e.g markers

pine mica
#

yeah i mean mod, we have a massive set of common code and a number of mission.sqm files for different maps

#

only the mission.sqm differs

sinful zenith
#

put it into a mission mod, different sqm's, shared description.ext and scripts

#

Thats bad for MP, as mod more effort than mission pbo. But you could just have a seperate build/dev pipeline

#

on build you split everything into seperate mission pbo's, on dev you have everything in a single mod that you load and have filepatching for

pine mica
#

its already a mission mod

sinful zenith
#

Then I don't understand the question. Why are you copying around mission.sqm's if you could just load all of them in parallel?

pine mica
#

the problem i guess is pathing (I didn't set it up so I don't know for sure)

#

i.e. we have Vindicta.Altis, and under it is all code, mission.sqm needs to be in the same directory right?

sinful zenith
#

That doesn't look like a mission mod then

#

that sounds like a mission pbo

pine mica
#

when we build it it is

sinful zenith
#

yeah you have description.ext in there, thats not a mission mod

#

then also develop it like that

#

Vindicta/
config.cpp
description.ext.include
missions/
vindicta.altis/
mission.sqm
vindicta.enoch/
mission.sqm

pine mica
#

awesome, i can make it so i can run from editor like this as well?

sinful zenith
#

I don't think you can directly load them from editor like that.
but you can just do

Vindicta/missions/vindicta.altis/description.ext
content: #include \globalpath\to\vindicta\description.ext.include
then you copy all the folders in missions into your editor MPMissions folder. When you now open it in 3den with also the Vindicta mod loaded, it will load the description.ext and the scripts and all that stuff from the mod

#

So that basically the mission folder is completely empty besides mission.sqm and a description.ext with a #include
everything else is in the mod

pine mica
#

sounds perfect thanks, I will look at reorganizing to this

rotund comet
#

hello. i want to implement a simple buy script. you get credits from kills and then you can buy stuff. i like the system in DUWS quite a lot and it feels like "grad gruppe adler" is too feature rich. any suggestions?

tall gulch
plush barn
#

Someone helpee i have a few questions
How many waypoints to a trigger can i sync one trigger too?
How come if i do this the helos follow the waypoints without me triggering it ? What i do wrong lol

vestal perch
#

if you change helo to something else does they follow the waypoint?

#

perhaps your trigger condition is wrong

tropic urchin
#

So, how do I delete buildings and such that were already on the map? I'd like to set something up custom for experimenting

broken inlet
#

you can use the modules in the enviroment tab for that @tropic urchin

vestal perch
#

however doing such in large scale is not good for performance

last aurora
#

Hide Terrain Objects Module

#

and what HG said

tropic urchin
#

Ah, alrighty. Now, how do I create an arsenal?

#

For full loadout customization

plush barn
#

@tropic urchin thats for phase 2 the actual mission. But u can edit people or import loadouts to people

#

@vestal perch ill test that rn actually good idea

#

However the conditions should be fine..
They are as follows(btw trigger is small, helos wont be going near the triggers origin if that helps)
Type- none
Activation- any player
Activation type- present

rotund comet
#

is it possible to make in SP a respawn for empty vehicles with a marker? right now i sync a vehicle respawn to each vehicle, thats work.

hard veldt
#

can someone help me, i want to make the animation of "BIS_fnc_typeText", but i don't know how to activate it (with trigger)

#
    [
        ["CAMP ROGAIN,", "<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>"],
        ["RESUPPLY POINT", "<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"],
        ["10 MINUTES LATER ...", "<t align = 'center' shadow = '1' size = '1.0'>%1</t>", 15]
    ]
] spawn BIS_fnc_typeText;```
thorn wyvern
#

Arma 3 uses .sqf file type btw, looks like you've accidently written .sql

hard veldt
#

@thorn wyvern i know, i made a typo :(

thorn wyvern
#

How do you want the trigger activated?

#

e.g A player enters the trigger area, a variable returns true, etc.

hard veldt
#

trigger will be activate by the player

thorn wyvern
#

By them entering the trigger area?

hard veldt
#

yes

#

The player enter in the trigger area, and then I can see "Camp Rogain, Resupply point, 10 min later" with typeText animation

thorn wyvern
#

@hard veldt
In the trigger change the activation to Any Player
And make sure activation type is Present
Then in the condition write in (player in thisList)
Then finally in the On Activation block type in

0 = [ 
    [
        ["CAMP ROGAIN,", "<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>"], 
        ["RESUPPLY POINT", "<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], 
        ["10 MINUTES LATER ...", "<t align = 'center' shadow = '1' size = '1.0'>%1</t>", 15] 
    ] 
] spawn BIS_fnc_typeText;

And then if you want it to repeat then just tick the repeatable box.

hard veldt
#

@thorn wyvern perfect, big thx

dim kindle
#

hey guys, im really new to the Eden editor and im having a few problems making AI do what i want them to do. i've given around 12 helicopters to coem in and land on 2 runways on altis airbase, they come in, get to their landing spot but then they kind of just turn a random direction and procced to touch down somewhere random, sometimes right in the middle of enemies, what can i do to have them land where i want them to?

#

you can use invisible helipads

#

they're under entities-empty-signs-helipads

#

so i just place them?

#

and how do i make them invisible?

prisma oyster
#

They are invisible, but they are thought by the AI as valid landing position @dim kindle

dim kindle
#

for me they're visible helipads

prisma oyster
#

use the search bar and type "invisible"

dim kindle
#

ah, thanks

#

so i just place them?

#

yes

#

ah, it worked

prisma oyster
#

yes

#

"allow damage" tickbox in Eden properties yes

dim kindle
#

is there a way to eliminate the rotation by the helicopters before they land? they all turn 90 degrees to the left before landing

prisma oyster
#

they check their landing spot, it's not always the same angle

#

but maybe try rotating the invisible helipad?

dim kindle
#

i did, now they turned 135 degrees to the right instead..

#

they turned 90 degrees after the rotation i should mention

#

try messing with the rotations in the properties of the helipad

#

so you can change their exact rotation (under transform) and see if you can make the helicopters not turn at all

ornate briar
#

just did a bunch of testing on this nothing seems to tell them what orientation to land other then the direction they approaching (even that is somewhat randomish) to the LZ itself. not even strong winds changed that (thought maybe that could been it...)

#

yeah def seems after running it several times the helos approach vector is roughly the direction they face on landing. even with adv flight wind doesnt change that either nor helo pad/land target rotation.

ornate briar
#

another odd quirk I noticed with vanilla ai, when ya got a several of helos as one group and multiple pads to land on one picks a pad to land and just before touchdown next helo in line likes to land there as well then cancels at the last moment lifts back up and re-approaches another pad causing the guy behind him to do the same... trying to see if a specific formation would counter this.

hard veldt
#

what do you mean when you say "broke" ? @vast current

plain gale
#

How did you add the animations?

prisma oyster
#

How did you add the animations?

plain gale
#

playMoveNow has local effect

prisma oyster
#

ta-daaa

plain gale
#

switchmove is global effect that's why it works probably

#

Where do you execute that code?

prisma oyster
#

so a trigger. use remoteExec for local arguments commands

plain gale
#

Just to be sure, this is some sort of a briefing cutscene where players are moved and some animations plays right?

#

yes

#

First I#d make sure all players are in the trigger and then activate the script

prisma oyster
#

yup
with ["switchMove", MIL]
to only target the needed machine

plain gale
#

switchMove is not the issue here

#

playMoveNow, cutText and playSound have local effect

#

Better put the whole code in a script file and execute that script file with remoteExec once all players are in the trigger.

prisma oyster
#

@plain gale switchMove is aL ?

plain gale
#

True it is

#

so switchMove is also an issue 😄

#

Can't be both

#

Either local or global

#

Probably because the code was executed by a trigger local to your machines. Better ask @prisma oyster he's to coop mission guy

prisma oyster
#

am I now?
The trigger seems to not be server-only
Make it so and with remoteExec it should be fine

plain gale
#

yes, you are now.

dim kindle
#

how do i make AI get out of a helicopter?

prisma oyster
#

open the door, grab it by the collar and pull 😉

dim kindle
#

i wish

prisma oyster
#

ooor use a "GET OUT" waypoint 😄

dim kindle
#

that usually makes my pilots get out and i dont want that.. i got a squad in the back that needs to get out or they'll die

prisma oyster
#

oh, then "UNLOAD TRANSPORT" for the helicopter

#

if they are in the same group ; else just "UNLOAD"

dim kindle
#

ok that worked, now.. how do i give the infantry an order?

prisma oyster
#

waypoints?

dim kindle
#

dont really understand how to do it since in the beginning they're in a heli

#

idk if it changes anything or not

prisma oyster
#

you just add the "GET OUT" waypoint synchronised to the "UNLOAD" helicopter waypoint", then you can set the waypoints as usual

#

don't worry, you can try and error in the editor, no sweat

dim kindle
#

i really dont understand the AI

#

dropping off the infantry and then it just decides to take off while the infantry is actively getting out even tho the transport unload is set to be finished after 30 sec

#

another one just took straight off

prisma oyster
#

forget about the timer; synchronise the waypoints

dim kindle
#

now my whole force took off, its raining men

#

hallelujah

#

Me: trys to learn the editor to make a fun campaign for me and my friends to enjoy

#

Helicopter pilots: "Lets make these guys to paratroopers!"

prisma oyster
#

it's more fun after all 😄

dim kindle
#

alright, i got it to work..

prisma oyster
#

nice!

dim kindle
#

all but 1 of the helicopters..

#

'-'

#

now its 2 of them

prisma oyster
#

you did use a timer, right?

dim kindle
#

yep

prisma oyster
#

ta-daaa

dim kindle
#

?

prisma oyster
#

hence your issue. you should put a "logical stop sign" to the AI, not "hoping everyone get out in 30s"

#

so drop the timer and use sync waypoints

dim kindle
#

but its not that everyone wont get out in time

#

its the helicopter that just ignores the timer and takes off after only like 5 sec instead of the 20 sec i put

prisma oyster
#

don't use timers 😉

dim kindle
#

im now confused

prisma oyster
#

hi confused, I'm dad!

dim kindle
#

what do i use instead?

prisma oyster
#

use "TRANSPORT UNLOAD" waypoint

dim kindle
#

i do

#

with the infantry squad having the GET OUT order as a "failsafe"

#

i put the timer on the TRANSPORT UNLOAD

prisma oyster
#

DO NOT PUT A TIMER

dim kindle
#

THEN WHAT DO I USE?!

prisma oyster
#

JUST the "TRANSPORT UNLOAD" waypoint with the "GET OUT" waypoint for the group

#

does it work now?

#

@dim kindle

dim kindle
#

im gonna test it now

#

only half of the helicopters took off after everyone got out and one helicopter turned itself off..

prisma oyster
#

do helicopters have a next waypoint after that?
also are the helicopters grouped?

dim kindle
#

i dont know if they're grouped and i wanted to resolve issues before i gave them the order to fly off

prisma oyster
#

are you the one making the mission?

dim kindle
#

correct

#

rn its just experimenting

prisma oyster
#

are the helicopters in the same group - aka are they linked with a blue line

dim kindle
#

no, they operate independently

prisma oyster
#

ok. did you give them each a "TRANSPORT UNLOAD" waypoint without timer

dim kindle
#

correct

prisma oyster
#

did you give them all a waypoint after that?

dim kindle
#

no, as i said, i wanted to resolve landing issues before any more orders are given

prisma oyster
#

then, they dropped the guys well - mission complete

#

if you give them one more waypoint they will take off as soon as they dropped everyone

dim kindle
#

i'll add the escape and see if it resolves the problem

prisma oyster
#

that must be one hell of an escape you are setting up 😄

dim kindle
#

awesome, assault is complete, now it'll just need finetuning

prisma oyster
#

woohoo

dim kindle
#

is there i can have the helicopters form up into formation when escaping?

prisma oyster
#

group them, they should do it automatically

dim kindle
#

i want them to work independently at approach and landing, but when escaping, group up and fly formation to base and then split to land

prisma oyster
#

scripting it is then - joinSilent helicopter crew members to the helicopter driver you want as leader

dim kindle
#

oookaaayy thats far beyond my skills, so i can just have them in a group, but still give orders to single helicopters?

#

what are the "JOIN" and "JOIN AND LEAD" waypoints?

prisma oyster
#

they make said vehicles join (and lead) the targeted vehicles/units
so you could put the final waypoint of the "followers" on the leader helicopter

dim kindle
#

ah, so i can use those waypoints to designate a leading helicopter while having the rest follow it?

prisma oyster
#

1/ have separate helicopters
2/ give them all a TRANSPORT UNLOAD waypoint
3/ the non-leader helicopters will have their last waypoint as "JOIN" attached to the leader,
and the leader helicopter will have his last waypoint to wherever you want it to be

dim kindle
#

understood, what about landing? can they split up after joining?

#

how do i actually assign the JOIN helicopters to join the JOIN AND LEAD

prisma oyster
#

if you want finer control on group split/join, you will have to script.
if you want them to join, you give them a JOIN waypoint and place it (lock it) on the leader

#

the leader won't need JOIN AND LEAD

dim kindle
#

👍

vestal perch
#

they do if they are executed correctly

prisma oyster
#

I believe locally

plain gale
#

The effect seem to be global so executing it on the server only should be fine.

dim kindle
#

Hi i am new i have a question i hosting a server with nmd sandbox and want to open the editor which hot key i have to use i know it is working because i opend it once

prisma oyster
#

hi new, I'm dad!

dim kindle
#

😂

#

pls help

prisma oyster
#

I don't know nmd sandbox though; it should be documented in their doc?

dim kindle
#

But what it is normaly the hotkey

#

for the spawning menu from the props etc

prisma oyster
#

there is no hotkey; you just open Eden editor to create a mission, either from the main or the MP menu

#

if you are talking about Zeus, it is T iirc

dim kindle
#

Ok thx but i dont use zeus

prisma oyster
#

then there is no hotkey for an editor without mod / mission framework
check their doc, it is not from vanilla Arma

dim kindle
#

Can you send me a link to the doc because i dont find

prisma oyster
#

I don't even know this nmd stuff ^^"

dim kindle
#

What is then a good sandbox menu for my server

prisma oyster
dim kindle
#

How can i say my team that i spawned that they have to attack other players

prisma oyster
#

Zeus ? make a waypoint

dim kindle
#

What for a waypoint?

prisma oyster
#

shift+rightclick iirc

dim kindle
#

just right click, actually

#

Thx

prisma oyster
ebon quiver
#

Hello all, I had to reinstall windows but my old documents were saved along with compositions for the editor. Now everytime I see them within the editor I see a file directory under the categyory of "localized unknown"

dim kindle
sinful zenith
#

What's the problem with that? Or.. why do you tell us that?

ebon quiver
#

?

#

me?

#

becuase when I go through the file directory eerything is there, but within arma I cannot use them in the editor

sinful zenith
#

I thought it was displayed ingame. Can you make screenshot of ingame problem?

ebon quiver
#

sure

#

I'll PM youi

sinful zenith
#

Oh that localize is meant as a Todo :D

#

Can you send me your compositions folder? With new and old? I assume they are in same folder. Zip archive. I'll get back to you in 20 minutes

ebon quiver
#

yes

#

I do need a PBO manager though

#

I installed a new motherboard and GPU/ram recently and had to reinstall windows because of it

#

would you recogmend using the arma 3 tools one or downloading one?

sinful zenith
#

why pbo manager?

#

just drag the folder into a zip file

iron pulsar
#

Does anyone have a quick way using the editor to make AI see better at night without NVGs or a flashlight?

plain gale
#

Increasing their skill will improve spotDistance and spotTime

vapid jungle
#

Not entirely sure where to ask about this. Im very new to mission editing and such. I'm editing a be-cti mission and I want to add more vehicles from to buy from the factory but I can't seem to figure it out. I was able to figure out how to add more weapons through the gear cfg. Not entirely sure about vehicles. Sorry if this was the wrong place.

plain gale
#

Without knowing the code of the be-cti mission it's hard to say.

#

Ask the original author maybe.

warped flame
#

Does anyone know what the "special abilities" of the different NPCs types/classes are? (E.g. a repair specialist can repair but can an engineer do the same?)

prisma oyster
#

an engineer can repair and disarm mines iirc, while a repair specialist can only do the former

#

iirc @warped flame

warped flame
#

@prisma oyster Ok, thanks. PS: What does iirc mean?

broken inlet
#

if i remember correctly

sinful zenith
#

TIL

warped flame
#

Also what about the Recon units? Are they anything special? (I mean is a Recon Marksman any better than a normal one?)

dim kindle
#

No, just different loadouts

warped flame
#

@dim kindle What's the difference?

dim kindle
#

different loadouts, thats it
different weapon attachments, uniforms, headwear, etc

warped flame
#

Ok. Thanks alot.

broken inlet
#

My favourite acronym(if thats the right word) is still oottomh, although thats one I made so heh

prisma oyster
#

only one tiny titty on my hand?

vestal perch
#

or head

broken inlet
#

nah, off of the top of my head heh @prisma oyster

ornate briar
#

🤨 when you group markers in a new layer and hit the toggle for transformation for the layer... and it hides them all instead.... anyone else the same? or find that odd given visible/hidden completely different setting?

sonic lava
#

I have been trying to learn how to use triggers but they simply don’t work, I have seen every video on YouTube and the tutorial on the editor, nothing seems to work. Any help please

plain gale
#

What is not working and what are you trying to do?

sonic lava
#

I’m starting with a simple trigger BLUFOR enters a trigger area that triggers GREFOR, problem is that the greens don’t wait and move

#

@plain gale

plain gale
#

Sounds more like a waypoint issue.

#

Place the first waypoint of the INDFOR infront of the group, then place the second one where you want them to go when BLUFOR enters the trigger.

#

Synchronize the trigger with the second waypoint.

sonic lava
#

Ohhhh okay i will give it a go! I’ll keep you updated!! Thanks!

sonic lava
#

@plain gale so do I synchronise the first waypoint (the one in front of the wall) or the second one?

#

Group * not wall

plain gale
#

The 2nd one should work IIRC

sonic lava
#

@plain gale alright thanks bud

somber nest
#

can anyone help me, how do i make a trigger that once some intel has been collected i can update the map with more markers?

dim kindle
#

give the intel items variable name
in the condition of the trigger !alive intel
in the on activation of the trigger "Marker_variable_name" setmarkeralpha 100;
in the editor, check the marker's alpha and set it to 0 to hide it

#

so for example

ON ACT: "Marker_2" setmarkeralpha 100;```
somber nest
#

thx

ornate briar
#

so no-one can verify that grouping markers under a new layer and disabling transformation makes the markers go unwantingly invisible?

sonic lava
#

@plain gale nup, it still doesn’t work. Independent keeps ignoring the trigger and move on

plain gale
#

Could you send me the mission via DM @sonic lava I can set it up with some comments then.

drifting inlet
#

Anyone able to help me, I’ve been working on a mission all day and I just got finished and exported it to multiplayer to test it. Then I got to the lobby where I’m supposed to choose a role, and there were no options. I have playable units so that’s not the problem. Just my lobby is completely empty and I can’t choose anything to start it. Any ideas?

broken inlet
#

are you hosting the mission locally or on a server? @drifting inlet

drifting inlet
#

Locally, haven’t tried on a server yet.

broken inlet
#

hm odd

#

No players appearing is usually a missing mods thing

#

Check your rpt log I guess?

drifting inlet
#

Already done, couldn’t find anything substantial.

broken inlet
#

Huh

#

can you pastebin it and post the link here?

drifting inlet
#

Here ya go.

#

@broken inlet

silver dune
#

18:56:52 Mission Operation%20Crosswind.chernarusredux: Missing 'description.ext::Header' is a problem for starters

drifting inlet
#

Already fixed that.

#

Added a description

#

and filled in other stuff.

#

and I didnt get the error anymore.

silver dune
#

A clean restarted RPT would have been handy then... 😦

drifting inlet
#

Just doing something else atm. Give me a sec.

ornate briar
#

just for clarity what mission you trying to run on what terrain cuz Im seeing altis loaded also...

#

something missing from something defined in .ext? corrupt/error in .ext? or flat out missing? as Grahame said. but there also line 2736 for eg. Number of roles (5) is different from 'description.ext::Header::maxPlayer' (10) so that means its seen it at some point dont it? 🤔

#

19:27:56 No face for O Alpha 1-2:1 never seen that before either @drifting inlet

drifting inlet
#

Hm. As far as Altis goes I just accidentally loaded that, so disregard. I ran it on Chernarus 2035.

ornate briar
#

verify your description.ext file is all good. believe ya cant have anything invalid/not found in there or mission just implodes.

#

log was also crying about missing cba settings file also check the errors from 2736 and down

#

mission reloads about 2801 so look for anything between that.

obsidian hill
#

Hey everybody, been at this for hours on what seems super miniscule to my overall project. I'm trying to have an AI walk up to a guardhouse and have the door open so they can go in. I cant seem to get it to open using a trigger or the open/close module. Any suggestions?

drifting inlet
#

Got it, thanks.

somber nest
#

trying to unitcapture a carrier landing, but the pilot keeps retracting the landing gear so the jet explodes when landing. is there a way to force the landing gear to be down at all times?

prisma oyster
#

@somber nest why not use landAt?

somber nest
#

is there a way to through zeus get someone shot or killed with like a spawned projectile?

prisma oyster
#

@somber nest sorry, what?

#

oh wait I get it
Not from Zeus I am afraid

#

You can kill it with lightning :p

somber nest
#

basically need to get someone shot by a sniper, but don't wanna take over a guy and do it myselfd

#

alright thx.

sullen mauve
#

What image file is needed to fit an image just for a basic armex sign on the editor

#

The dimensions or what they are called

vestal perch
#

you would need to check from the game files what it uses

#

Armas textures are always some form of 2^n x 2^m

sullen mauve
#

Oh ok thank you 🙂

ornate briar
#

which sign exactly?

robust wing
#

sooo... I might be blind (this might be a super easy one to answer) but I appear to have lost the option for an altimeter watch in A3... I thought it was part of CBA... but apparently not

#

any thoughts on where to look?

sinful zenith
#

part of ace afaik?

robust wing
#

aaahhh... yeah I removed ACE... that would explain it

#

Thanks @sinful zenith

frail peak
#

Is there any interest in the Mech mods anymore? I've been making a few missions featuring the Hi-Mags and Macross mechs and some custom sci fi factions using vanilla assets. If there is enough interest I would love to publish some and try them out with y'all

#

battletech esque stuff

vestal perch
#

Theres maybe 2-3 people/teams who work on mech related mods

#

players might enjoy missions with whats available but the current mods may not work correctly all the time or they may be clunky to use

frail peak
#

Yeah, I've noticed. Still some fun gameplay with the macross mods because the AI is... servicable. Need to figure out a way to delete all telephone poles though or make terrain objects/buildings destroyable by just driving over them. Otherwise it's good to hear there are people working on that sort of stuff. It's fun to have a guerilla attack on a large mech

vestal perch
#

if youre intrested this will come out eventually 😄

#

@frail peak

frail peak
#

I've actually seen that mod a while ago and I actually happened to look at it today! It's very ambitious and I'm glad to see that people are still working on that because honestly something that can pull that off could be game changing for arma

vestal perch
#

Thanks its quite fun experimental project (Iz my project btw)

broken inlet
#

Ooh that mod sounds fancy

vestal perch
frail peak
#

come out with a new logbook!

#

There just needs to be a way for vehicles to go over small rocks

vestal perch
#

the mechs walk over stuff quite well already

#

😄 but perhaps thats getting bit too offtopic for this channel

rotund comet
#

how can i select all soldiers at once? i don't wan't the vehicles get selected, so i can set the skill on all of them

prisma oyster
#

@rotund comet see allUnits

rotund comet
#

i thought about a gui approach

#

one click and you select all soldiers

prisma oyster
#

you mean, in your group?

rotund comet
#

in the editor.

prisma oyster
#

Oh, in Eden. Indeed

rotund comet
#

😄

dim kindle
#

just click each of them and hold CTRL while youre at it

#

then right click and go to attributes to change their skills

vestal perch
#

select them from the right side list

dim kindle
#

actually its from the left

rotund comet
#

i filter now some common names

#

like crewman

#

that helps a bit.

rotund comet
#

i dont know how, but i did somthing and now the scenario ends on loading.

regal heath
#

Hello guys I have my own server. I want to place carrier in it but I cant access eden editor. Can I get some help?

prisma oyster
#

I cant access eden editor
…how come?

dim kindle
#

make a mission in the eden editor that uses the carrier and insert the mission pbo file into the server somehow, i cant really help you there

regal heath
#

hmm, I have NMD mission server

#

And I played 2 months ago a NMD server with carriers

eager hull
#

NMD?

#

if the server is yours you should be able to insert a mission with the carrier in it

regal heath
#

Yup it's mine

#

But it wouldn't get overwriten when I start NMD mission?

eager hull
#

whats nmd?

regal heath
#

I would send you screenshot but it's disabled

#

But basically

#

It's a sandbox mission where every player has a menu with option to spawn every vehicle in the game

#

You have map also which allows you to teleport wherever you want

#

And im wondering how to place aircraft carrier because I cant use zeus for that

eager hull
#

alright
I'm not sure what are the author policies on modifying a mission
but the only way you could do it is modifying the NMD mission itself
after you've made sure you have permission to do so

regal heath
#

So, there's no way to use command or admin debug console to spawn it?

dim kindle
#

there is, i remember someone used a fancy script to spawn it right ontop of a helicopter, but dont quite remember

regal heath
#

Maybe there is a mod that allows you to do something about it?

dim kindle
#

no

#

there isn't

eager hull
#

the uss freedom is actually a composition of several pieces
not sure if its possible to spawn the whole thing but an alternative would be doing it piece by piece

regal heath
#

I just want to know how to do it and if it's even possible

#

Im kinda new to owning a server or doing some programming stuff

#

I just like messing around in arma 3

eager hull
#

I think achilles lets you spawn it

#

but it wont be permanent

regal heath
#

I'll try

#

Thanks

#

It can be not permament because I play everyday on server

ornate briar
#

you can just hide it and make it appear as needed.

regal heath
#

Uhm so Achilles lets me spawn it?

dim kindle
#

yes

#

under module - spawn

regal heath
#

How I can Set respawn for planes?

#

So they will respawn on Carrier's deck