#arma3_editor
1 messages · Page 34 of 1
@prisma oyster how do I use the empty helipad to fix it?
under signs - helipads there is an invisible helipad
place that on the deck of the carrier
and i dunno how to help you from there
soz
You can just assign the variable name respawn like you'd do a marker
I spawned the grass cutter and set the variable name to respawn_west_USSWaspe and the respawn doesn't work
Did you turn on custom respawn positions in the attributes @trail thunder
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..
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.
@broken inletof course I did
@ornate briar thats not much if any help. I'm needing help directly in regard to a carrier spawn.
do you mean litterally spawning the carrier like on teh fly? thought you meant putting a spawn 'on it'
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.
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 .
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
It could also be because I’m using the lhd from cup and not the dlc carrier
talking the long helo one? straight carrier
Yes
How do I make custom units from a mod procedurally generate as you get within a certain distance?
… wut?
I can make things spawn when you get within a set distance, but it is always vanilla units or some random mod I have
Don't want to spawn everything on the map ay once and make it laggy
I can make things spawn
how do you achieve that?
There are mods for it where you set a custom spawn point and pump out a certain amount of ai and their behavior
"30 men spawn and start patrolling when you get within 300m" stuff like that
take a look at the variety of create commands
On armaholic somewhere?
Okay cool
how do i test in multiplayer?
Click Play at the tio
-> Play in MP
@ocean sigil
nice thanks
hello. can i some how set globally all friendly units as switchable? it should also count for later midgame added units via zeus
{
addSwitchableUnit _x;
} forEach (allUnits select {playerSide isEqualTo side _x});
this should work
for objects placed by zeus use this event handler:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectPlaced
is there anyway to invoke this also midgame in a sp scenario? maybe over debug console?
hmmm looks like it works in a zeus console if i am not misstaken 😄
is there also such nice tiny script to att all friendly units to HC? 😄
can someone help me figure out how to save the oil rig as a compostion then you can use it in any scenario
How do I set up a respawn system for an MP scenario
@cyan hamlet for that you have to find the mission folder and unPBO it then you can load it in the editor
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.
for starters, you could try to subscribe to the mission and unPBO the mission file and load it up in the editor yourself
i cant really help further than that since i never messed around much with that stuff
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.
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
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?
check garbage collection settings in Eden @marble moth
Thanks. Ill take a look
// Corpses and wrecks
class AllDead
{
lifeTime = 15;
interval = 5;
This bit ?
@prisma oyster
looks like thats it. thanks!
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
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
Its the VR "billboard" walls but yeah invisible wall might work
Any mission that i can choose which factions it uses like dynamic combat ops?
Would be nice
pretty much always can pick any faction in the editor unless you specifically meaning on the fly in a running mish.
I meant something like dynamic combat ops in which it generates a mission and i can pick which factions it uses
Yeah
oh, wait, crap - @ornate briar the invisible wall doesnt work 😦
really? wierd sworn that was like a completely unpenetratable object
:/ yeah. too bad
i guess we'll just have to watch our fire
physically i cant walk through it, but bullets go right through
what object did you use for the invisible wall?
the actual invisible wall entry
was there another i should use? purely vanilla assets
the sky! 🌥️

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?
In the 3den editor or Zeus ? @terse pond
I'm using the editor!
which 
3den editor
I've been messing around with the dynamic simulation option and it seems to work now but wouldn't that make the objects invincible?
No
Dynamic Simulation means that the objects only start being simualted when the simulation condition is met
(Which is a player being within a few km by standard iirc)
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
i shot at them and when i moved close enough for the DS to kick in they just fell, dead
iirc you can actually edit the mission's view distance from the general attributes
or maybe ive been playing with 3den enhanced too much
how do i make my zeus spawn in a mp match? it's saying respawn disabled
check general - multiplayer and make sure the respawn is enabled form there
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
Yeah so how do I fix that?
I don't think you can, you might want to actually use a civilian entity and give them Zeus permissions instead
hello, some how i cant google the info about "hetman" advanced setup. has some one a hint?
when i use discord on arma 3 my gunshot noises have gone ? anyone know a fix
I suppose not just gunshots, all sounds?
nope i have every other sound of foot steps and other people guns shooting just not my own.
it work when i dont use discord thought
though*
then IDK. #arma3_troubleshooting it is
okay cheers 👍
@rotund comet You mean this: https://forums.bohemia.net/forums/topic/158157-hetman-artificial-leader/ ?
Quick question, so how do you load a eden mission without all the required mods/assets?
you remove mod-related units and scripts then save, then reopen vanilla Arma
Now that you say that I feel so dumb not thinking to do that, lol, thanks
sometimes a dependency doesn't get removed, so after that you have to edit mission.sqm by hand
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?
Note: the mission is meant to be played in both single player and multipler
@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.
or ```sqf
!isPlayer this
depends on your targets
how do i get the gbu to track the targets properly?
agm are laser target iirc
or need to be logged on to by radar
can't recall
laser
you need to paint the taget with laser then and lock the missile to the laser
you need to see your key bindings. mine are not vanilla, can't tell
@cloud moss is it possible you could explain the trick to removing unused single-player elements to me in a little more detail?
or, frankly, anyone with the time?
because i tried setting up my triggers to clear my start zones of unused assets...
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?
is it infantry you're trying to delete or a vehicle? if its a vehicle you have to delete the entire crew first IIRC
Yes they are
@glass raven There are a few different types of units in regard to MP:
- Player
- Playable (https://community.bistudio.com/wiki/playableUnits)
- Switchable (https://community.bistudio.com/wiki/switchableUnits)
- AI
In SP playable units are automatically spawed as AI
Indeed. So the question is what's the easiest wy to remove those AI without deleting them so as to preserve the multiplayer slot?
Go to general at the top of the eden interface - multiplayer and disable AI
Go to general at the top of the eden interface - multiplayer and disable AI
@dim kindle That will only disable AI in MP
i think there was a ishumanplayer condition, maybe you can start working on a solution from there
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
for a more advanced form with dis/connection you could toy with the "local" EH
@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
Q: Why does get3DENAttribute return an array?
Which attribute? Or all of them?
The command in general
eg ```sqf
get3DENSelected "trigger" #0 get3DENAttribute "name"
returns ```sqf
["trgTest"]
I would say: because some attributes can return multiple values?
set3denAttribute does not have that functionality
Rotation and location take arrays
get3DENSelected "trigger" #0 get3DENAttribute "position"
// returns: [[352,96,0]]
Not arrays within arrays like that though.
It's likely due how the data system for the editor is build
Just the way its coded
Sooo answer to why would be because the one who coded it made it that way.
Hmm
Guess it's designed in a way so that custom attributes can contain multiple values
But there is no command to assign multiple values to the same attribute, is there?
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
It's perhaps best to not linger in the matter too much since there is nothing that can be done about it.
^ hail HorGo
the
timeoutreturns an array of [min, med, max] , maybe?
@prisma oyster Returns: [[0,0,0]]
well then ¯_(ツ)_/¯
I'm just trying to foolproof my script. So I'm just going to assume that there are no "secondary" attributes.
yep, I would go this way too tbh
There are no secondary attributes
Jets flying in loiter and regular take off patterns
Do you know if I can copy+paste clipboard groups into prefabs that I can spawn from eden/zues menu?
yes
right click on group icon - create custom compisition
but thats for eden only
i dont know about Zeus
ta, let me know if you find anything about Zues
@cloud moss ye, but i can't find any readme for the advanced setup.
@rotund comet Advanced setup as in disabling playable AI in SP?
Just need to get UAVs flying in diamond formation with me 😐 that's still so complex
these videos (should be described and) belong to #videos_arma @mossy kernel ?
Thanks for the reference! I'll move them over to there instead
Formation flying is not exactly Arma thing.
you'de be more lucky attaching the planes together
this function dont create screenchots "BIS_fnc_exportEditorPreviews"
empty folder appears
yes
what is your configured folder size for screenshots?
1000
type "screenshot" in the debug console and execute, do you get a screenshot?
dont create
so maybe you have too many screenshots in there already?
@edgy solar do you have other data in <Documents>\Arma 3\Screenshots ?
dont exist <Documents>\Arma 3\Screenshots
where is your profile? \Arma 3 Other Profiles?
yes
and in there, your Screenshots directory?
Documents\Arma 3 - Other Profiles\Kevin%20Roldan\Screenshots
0b
weird… the only thing that might (?) be an issue would be the space in your profile name :-\
with a new profile?
=
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.
RHS has a script in the mod that can create screenshots of stuff that BI functions can't (IIRC)
Maybe check rpt for screenshot issues. Not sure if it logs failures properly tho
12:35:14 DX11 error : Saving of screenshot to file failed: : E_FAIL
#arma3_troubleshooting it iiis
made sure they didnt get saved to the steam screenshot library?
A:\steam\userdata\84xxxxxxxx\760\remote\10xxxxxx\screenshots
^
unfortunately if DirectX itself throws the warning, there is really something wrong :-\
in zeus i dont have "units -> other ->". i had once ammo boxes and weapon crates. any idea?
i have zeus enhanced, 3den enhanced, and zec templates and compositions
all those are under objects/empty
Try without mods.
make sure to reset the search
ok thx
how do I make a sleep script? As in walk up to a bed and be able to sleep to skip to day / night
addAction, skipTime, remoteExec
not sure if skipTime has that blackscreen "some time has passed" overlay tho
i doubt it
thanks guys, ill check it out
There is a module function which can do that
moduleSkipTime maybe?
Nevermind, that's https://community.bistudio.com/wiki/BIS_fnc_setDate
ah! I was looking for fnc_skipTime
I was sure it's the module which does the transition, but it's setDate afterall
I can't find the classname of the huron ramp
looking in the config but don't know what to look for
yeah it was Door_rear_source
any clue for landing gear and cockpits?
thats infinitely more organized
is there a reason that
while {daytime < 21} do
{
skipTime 0.00333;
sleep 0.1;// Smooth time transition
};
just crashed my game
nvm it just froze and gave a generic error
whats wrong with that
nothing, but don't run it from the debug console
i ran it from a trigger
no sleep in a trigger
ah
what if i use [] spawn
spawn it yes
also sidenote: is there anything wrong with using nul spawn { ?
i see others doing it with [] spawn or [] = spawn but there doesnt seem to be a difference
it would seem that it loops infinitely
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)
how can i copy a object and duplicate it
ctrl+c ctrl+v
ok thank you for your help
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.
@here sorry for tag
how exactly do you edit?
like through the virtual arsenal?
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
hm lemme see
"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.
i think a couple thousand is more than an understatement
23,5k
:(). sorry
5k
@dim kindlere. is only for online
but no i can't find it
@dim kindle
do you have a weapon equipped?
yes
Go ahead then, let me see
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
figured out why im getting it lol its my description.ext file :/
Is it possible to give a object the ability to be slingloadable???
I think no. If I recall right slingloading compatibility has to be configured in the objects config files when its made
@severe aspen if it is a vehicle, you could lower its mass with setMass
okay.thx
IIRC model itself not just need the config for sling loading, but also memory points in the 3d model
That's true, but I can always be attached via script
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
@eager hull BIS_fnc?
@prisma oyster what do you mean?
I did write it correctly
[0, 2, true, true ] call BIS_fnc_cinemaBorder;
it only appears like that in the error
Should work fine in multiplayer, where did you execute it?
I get that message if I execute [1, 2, true, true ] call BIS_fnc_cinemaBorder; twice within a short time
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.
@short mantle setPosATL / getPosATL
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]];```
you create light at 1.8m of the ground
What type of object are you trying to attach it to?
Empties. Particularly, a mod object and the tent light from the Contact DLC.
@prisma oyster And it still spawns on the ground no matter what height I set it to.
I also tried an invisible helipad
Have you tried attaching them to the tent?
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.
Now you've lost me.
At what part?
Is the it the light point or the Tanoa tent light
And what is the purpose of the empty?
To mark the spot?
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.
@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;```
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.
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.
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.
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.
For sure. Thanks anyways!
is there a quick and easy way to make a own zeus composition?
@rotund comet check this topic: https://forums.bohemia.net/forums/topic/170649-tutcreating-custom-compositions-for-zeus/
thx
anyone knows if its possible to modify group name without CBA?
or if I can modify them with CBA without creating dependencies?
yeah I'm in eden
should specify I'm trying to change the group name in the lobby
ah, different indeed
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?
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
oh I'll try that
got used to just use the name@group method with CBA
@fading goblet that didn't do it
CBA modifies the lobby UI to set the group names.
you need CBA loaded on clientside for it to work
then is there really no way to modify lobby names? @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
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?
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?
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.
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.
You can always randomly select one layer and delete all other layers.
Didn't think about this. Nice.
What is the init to make an Arsenal
this is about the Eden Editor, i think other channels are closer to what you need help with
for modding in general, no but there are channels for specifics, #arma3_model, #arma3_terrain, etc
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?
@compact comet
seems a bit dated, but might still work
https://steamcommunity.com/workshop/filedetails/?id=1260652016
Are there any plans for that "Publish Custom Composition to Steam Workshop" option that is curently faded off in the editor?
no
amaizing
that's exactly what i did not want to hear
@meager locust This option has been there since the original release but was never implemented
I vote for removing that button 😄
nah, someone will add the functionality 👀 😄
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
Not on the phone.
The emote ui is not very great XD my tea is getting cold
@sinful zenith done.
no
bad lou
Muhahahaaa
seems like he approves this new position
gib salary for a year first, then maybe I'll consider it :p
one can't designate volunteers… but with a laser
my cause currently being "replace ArmA with Arma on the wiki"
one can't designate volunteers
Thats what we call Voluntold
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
because Arma 3 is EOL, and they want to fix what remains of big issues and won't (likely) add any features
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.
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.
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.
you can help other people only so much and after that they have to take the next step themselves
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.
Howdy
ik
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.
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?
MP-wise, you should know that every init field is triggered on a new player's connection
Security-wise, there should be no difference
there is no difference but.. the compileFinal there is not needed
Does anyone have the init field for making an object an Arsenal
Normal or ace arsenal? @twilit canopy
Normal @broken inlet
@twilit canopy everything to know about Arsenal is there
https://community.bistudio.com/wiki/Arma_3_Arsenal
especially ```sqf
["AmmoboxInit", _myAmmoBox] spawn BIS_fnc_arsenal;
what is the format of save game files? is it a PBO/binzarized just not labeled as such?
binarized config
Can someone help me set up my addon for uploading to the workshop?
#arma3_config maybe
does anyone know how to apply an player camera to an Keyframe animation (for an scenario intro)
https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation seems to be pretty much step by step how to do such.
k, i already saw that, but it doesnt explain how to do the same with a Camera
lemme hop back into the editor
camera as in fullscreen view or we talking PiP camera?
fullscreen
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
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)?
not that I know of besides changing group names in Eden?
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?
CBA mod does the change in the selection screen, there is no vanilla option
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?
what does all over mean?
I put a dollar on terrain alignment throwing everything all over the place.
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?
are they just on wrong heights?
yes
that would be what @ornate briar said then
well i don't quite understand what he said
terrain alignment is the thing that sets heights relative to the terrain
oh and it also sets their directions according to the terrain surface
not sure, you could play with the placement tool toggles in the editor
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
still not going to happen
i don't see why not
like, just why
so they just gonna leave that unfinished function into the game, cool
minor feature vs how much time it would take
and possible there is no good way to store the stuff in workshop
😫 again
u wat
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
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
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
or ye, atleast remove it to solve the confusion
The old man campaign is worth a lot more dev time than that minor feature
Contact?
no
old man is a dlc campaign
the one that litreally has a dlc for itself
be more precise plz
the mission dlc
laws of war?
Apex?
or the combat patrol one?
Operation Flashpoint?
Oh ye tac ops
that reminds me that I should play that sometime
how hard was it
in what context?
to make? to play? to publish?
to figure out what i was meaning
pretty hard since you didnt explain what you meant much
uhh
don't worry, you'll make sentences one day 😛
But ye even tac ops is more important than that minor feature imo, and I didnt even play tac ops
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.
slowmode on every chat to prevent short messages #when
(/s)
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.
hmm ok
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
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"
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 :.\
¯_(ツ)_/¯
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 
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.
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.
^
Like. Every player wants 90fps smooth gameplay with next-gen graphics, as do all developers. Still won't happen.
my TV only supports 60Hz though, so I would rather have animation bugs/city performance fixed :(
and maybe HDR support
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
Yeah the deal with it is: very likely will never happen
well then could i ask
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
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
unless they like to tease their userbase for 5 years straight 😄
4 years actually, Eden was released on 2016-02-18
https://dev.arma3.com/post/spotrep-00052
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
unfortunately. if I may ask though, for what is it needed?
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
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
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.
@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.
yeah, maybe. But for now it's just the sharing part.
is there a editor composition where you can see all weapons, maybe in a shelf 😄
the Arsenal?
yeah, it would be great to have just all items on tables, to visit ingame. but looks like no one did that so far.
well maybe there is, but it sure is not the best way to ensure seeing them all
there or Steam yeah
actually old man does it so how its done can be figured out easily
wouldn't having all guns as pickable weapons kill performance?
?
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...
oh not in the arsenal
I mean as physical weapons to pick up
like the matrix armory
its possible to change the P drive path from System C: to Harddrive F or something? (arma tools)
yes
okay? how to?
create a folder with your stuff on your new drive, move all your stuff to it, change path in mapdisk.bat to new folder
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
thx!
can i flag a vehicle to be repair and ammo vehicle?
yes sorry
delete in #arma3_scripting
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?
using the launcher? what does your BE tab show? everything good in there?
well i use a custom launcher to load all the mods. and be is blocking the ace mods. and i dont know why.
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.
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.
odd...
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.
Multiple persons editing one mission? Eden merge feature
no, multiple maps for a single mission
code is the same, only mission.sqm is different
You can only have one terrain for one mission.
You could base your mission on e.g markers
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
https://github.com/Sparker95/Vindicta We already have the project, I'm trying to make a better workflow for editing
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
its already a mission mod
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?
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?
when we build it it is
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
awesome, i can make it so i can run from editor like this as well?
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
https://github.com/Sparker95/Vindicta/blob/development/Vindicta.Altis/description.ext#L91
This you cannot do, all the functions need to be moved into the actual mod. Not into each missions description.ext
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
sounds perfect thanks, I will look at reorganizing to this
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?
@rotund comet #arma3_scripting
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
if you change helo to something else does they follow the waypoint?
perhaps your trigger condition is wrong
So, how do I delete buildings and such that were already on the map? I'd like to set something up custom for experimenting
you can use the modules in the enviroment tab for that @tropic urchin
however doing such in large scale is not good for performance
@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
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.
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;```
and i have this in my typeText.sqf (i have already check https://community.bistudio.com/wiki/BIS_fnc_typeText)
Arma 3 uses .sqf file type btw, looks like you've accidently written .sql
@thorn wyvern i know, i made a typo :(
How do you want the trigger activated?
e.g A player enters the trigger area, a variable returns true, etc.
trigger will be activate by the player
By them entering the trigger area?
yes
The player enter in the trigger area, and then I can see "Camp Rogain, Resupply point, 10 min later" with typeText animation
@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.
@thorn wyvern perfect, big thx
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?
They are invisible, but they are thought by the AI as valid landing position @dim kindle
for me they're visible helipads
use the search bar and type "invisible"
is there a way to eliminate the rotation by the helicopters before they land? they all turn 90 degrees to the left before landing
they check their landing spot, it's not always the same angle
but maybe try rotating the invisible helipad?
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
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.
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.
what do you mean when you say "broke" ? @vast current
How did you add the animations?
How did you add the animations?
playMoveNow has local effect
ta-daaa
switchmove is global effect that's why it works probably
Where do you execute that code?
so a trigger. use remoteExec for local arguments commands
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
please read https://community.bistudio.com/wiki/remoteExec
yup
with ["switchMove", MIL]
to only target the needed machine
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.
@plain gale switchMove is aL ?
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
am I now?
The trigger seems to not be server-only
Make it so and with remoteExec it should be fine
yes, you are now.
how do i make AI get out of a helicopter?
open the door, grab it by the collar and pull 😉
i wish
ooor use a "GET OUT" waypoint 😄
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
oh, then "UNLOAD TRANSPORT" for the helicopter
if they are in the same group ; else just "UNLOAD"
ok that worked, now.. how do i give the infantry an order?
waypoints?
dont really understand how to do it since in the beginning they're in a heli
idk if it changes anything or not
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
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
forget about the timer; synchronise the waypoints
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!"
it's more fun after all 😄
alright, i got it to work..
nice!
you did use a timer, right?
yep
ta-daaa
?
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
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
don't use timers 😉
im now confused
hi confused, I'm dad!
what do i use instead?
use "TRANSPORT UNLOAD" waypoint
i do
with the infantry squad having the GET OUT order as a "failsafe"
i put the timer on the TRANSPORT UNLOAD
DO NOT PUT A TIMER
THEN WHAT DO I USE?!
JUST the "TRANSPORT UNLOAD" waypoint with the "GET OUT" waypoint for the group
does it work now?
@dim kindle
im gonna test it now
only half of the helicopters took off after everyone got out and one helicopter turned itself off..
do helicopters have a next waypoint after that?
also are the helicopters grouped?
i dont know if they're grouped and i wanted to resolve issues before i gave them the order to fly off
are you the one making the mission?
are the helicopters in the same group - aka are they linked with a blue line
no, they operate independently
ok. did you give them each a "TRANSPORT UNLOAD" waypoint without timer
correct
did you give them all a waypoint after that?
no, as i said, i wanted to resolve landing issues before any more orders are given
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
i'll add the escape and see if it resolves the problem
that must be one hell of an escape you are setting up 😄
awesome, assault is complete, now it'll just need finetuning
woohoo
is there i can have the helicopters form up into formation when escaping?
group them, they should do it automatically
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
scripting it is then - joinSilent helicopter crew members to the helicopter driver you want as leader
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?
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
ah, so i can use those waypoints to designate a leading helicopter while having the rest follow it?
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
understood, what about landing? can they split up after joining?
how do i actually assign the JOIN helicopters to join the JOIN AND LEAD
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
👍
they do if they are executed correctly
I believe locally
The effect seem to be global so executing it on the server only should be fine.
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
hi new, I'm dad!
I don't know nmd sandbox though; it should be documented in their doc?
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
Ok thx but i dont use zeus
then there is no hotkey for an editor without mod / mission framework
check their doc, it is not from vanilla Arma
Can you send me a link to the doc because i dont find
I don't even know this nmd stuff ^^"
What is then a good sandbox menu for my server
IDK, and it's not #arma3_editor related anymore then 😦
How can i say my team that i spawned that they have to attack other players
Zeus ? make a waypoint
What for a waypoint?
shift+rightclick iirc
@dim kindle
See https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_Zeus for documentation
and #zeus_discussion for further question 😉
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"
i think thats better for #arma3_troubleshooting
What's the problem with that? Or.. why do you tell us that?
?
me?
becuase when I go through the file directory eerything is there, but within arma I cannot use them in the editor
I thought it was displayed ingame. Can you make screenshot of ingame problem?
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
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?
Does anyone have a quick way using the editor to make AI see better at night without NVGs or a flashlight?
Increasing their skill will improve spotDistance and spotTime
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.
Without knowing the code of the be-cti mission it's hard to say.
Ask the original author maybe.
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?)
an engineer can repair and disarm mines iirc, while a repair specialist can only do the former
iirc @warped flame
@prisma oyster Ok, thanks. PS: What does iirc mean?
if i remember correctly
TIL
Also what about the Recon units? Are they anything special? (I mean is a Recon Marksman any better than a normal one?)
No, just different loadouts
@dim kindle What's the difference?
different loadouts, thats it
different weapon attachments, uniforms, headwear, etc
Ok. Thanks alot.
My favourite acronym(if thats the right word) is still oottomh, although thats one I made so 
only one tiny titty on my hand?
or head
nah, off of the top of my head
@prisma oyster
🤨 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?
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
What is not working and what are you trying to do?
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
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.
Ohhhh okay i will give it a go! I’ll keep you updated!! Thanks!
@plain gale so do I synchronise the first waypoint (the one in front of the wall) or the second one?
Group * not wall
The 2nd one should work IIRC
@plain gale alright thanks bud
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?
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;```
thx
so no-one can verify that grouping markers under a new layer and disabling transformation makes the markers go unwantingly invisible?
@plain gale nup, it still doesn’t work. Independent keeps ignoring the trigger and move on
Could you send me the mission via DM @sonic lava I can set it up with some comments then.
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?
are you hosting the mission locally or on a server? @drifting inlet
Locally, haven’t tried on a server yet.
hm odd
No players appearing is usually a missing mods thing
Check your rpt log I guess?
Already done, couldn’t find anything substantial.
18:56:52 Mission Operation%20Crosswind.chernarusredux: Missing 'description.ext::Header' is a problem for starters
Already fixed that.
Added a description
and filled in other stuff.
and I didnt get the error anymore.
A clean restarted RPT would have been handy then... 😦
Just doing something else atm. Give me a sec.
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
Hm. As far as Altis goes I just accidentally loaded that, so disregard. I ran it on Chernarus 2035.
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.
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?
Got it, thanks.
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?
@somber nest why not use landAt?
is there a way to through zeus get someone shot or killed with like a spawned projectile?
@somber nest sorry, what?
oh wait I get it
Not from Zeus I am afraid
You can kill it with lightning :p
basically need to get someone shot by a sniper, but don't wanna take over a guy and do it myselfd
alright thx.
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
you would need to check from the game files what it uses
Armas textures are always some form of 2^n x 2^m
Oh ok thank you 🙂
which sign exactly?
@sullen mauve https://community.bistudio.com/wiki/setObjectTexture for specifics
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?
part of ace afaik?
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
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
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
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
Thanks its quite fun experimental project (Iz my project btw)
Ooh that mod sounds fancy

come out with a new logbook!
There just needs to be a way for vehicles to go over small rocks
the mechs walk over stuff quite well already
😄 but perhaps thats getting bit too offtopic for this channel
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
@rotund comet see allUnits
you mean, in your group?
in the editor.
Oh, in Eden. Indeed
😄
just click each of them and hold CTRL while youre at it
then right click and go to attributes to change their skills
select them from the right side list
actually its from the left
i dont know how, but i did somthing and now the scenario ends on loading.
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?
I cant access eden editor
…how come?
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
NMD?
if the server is yours you should be able to insert a mission with the carrier in it
whats nmd?
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
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
So, there's no way to use command or admin debug console to spawn it?
there is, i remember someone used a fancy script to spawn it right ontop of a helicopter, but dont quite remember
Maybe there is a mod that allows you to do something about it?
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
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
you can just hide it and make it appear as needed.
Uhm so Achilles lets me spawn it?

