#arma3_editor

1 messages · Page 35 of 1

ornate briar
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if you spawning the carrier with zeus.. doubt ya can, I cant even spawn a plane on it. just instantly tries to drop it under it.

regal heath
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yep

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Achilles doesn't have any respawn vehicle module?

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I mean

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It has spawn units module

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But i dont know how to edit it

ornate briar
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respawn tab....

regal heath
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But how to edit it

ornate briar
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if you mean height alt. LMBdrag

regal heath
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Now

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No

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How to I make it so it spawns what I want

ornate briar
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editor... or you link I think to the plane you want it respawning

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testing now also alt moving the plane lets you get it on the carrier also

regal heath
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How to I rotate?

ornate briar
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shift..

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ctrl is for linking

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as for respawn well.. linking to the plane didnt do it so not sure also this kinda getting offtopic as this is for editor not zeus stuff. would be #zeus_discussion at this point

heady flower
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Quick question I used the "persistent smoke pillar" module through the editor but when I go into the mission it drops to 0 meters instead of the 50 i placed it. How do you make it stay at a certain height and not fall?
If i spawn it through zeus i can raise it with alt and it will stay there but that doesnt solve the problem really.

ornate briar
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did you try editing the altitude by hand make sure ground snap isnt on either. @heady flower

dim kindle
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is it possible to edit objects to make them not penable ?

ornate briar
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if you mean like lock them down so you dont accidently move it group it in a layer then disable transform. on the layer (in layer properties you can hide it also)

dim kindle
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i mean make it so players can't shoot through the object

ornate briar
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disable simulation/damage? not sure if penetration blocking possible.

dim kindle
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mmm

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those two don't work

ornate briar
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can maybe ask in #arma3_scripting if there a way... Im out of suggestions. sorry for late responses was @ work.

dim kindle
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allg

plain gale
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You can probably delete the projectile with an eventHandler

heady flower
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@ornate briar its all by hand when i am still in the editor they are in the right place, and fully functioning puffing out smoke, when i go ingame they automatically set to 0m

primal wave
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@heady flower When I use the smoke effect module, it ignores gravity. Just to be sure: you are not using a smoke grenade?

heady flower
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@primal wave no i use the persistent smoke effect. If it matters for some reason its the oily smoke small/medium/large and its on the VR map

ornate briar
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the module is a persistent effect

ember musk
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don't know if this is the right channel, but how do i get my triggers to only activate my guys when hostiles are in the trigger area. they keep on activating before they are supposed to

silver dune
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Which part of the trigger is failing. What is your trigger code. Just two things that may help answer your question 😉

broken inlet
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Also no crosspostin #rules @ember musk

ember musk
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oh dear lord forgive me

silver dune
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Just hope the mods do 😂

broken inlet
sinful zenith
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I only do because the crosspost is now gone

prisma oyster
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deer lord fox* lord

warped flame
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Is there a way to permanently change the loadout of a playable unit so that after a player dies s-/he will respawn with the same changed loadout s-/he started with?

E.g. give a squad leader a different weapon or different magazines and after s-/he does s-/he will not respawn with the game's default squad leader loadout but with the same one s-/he started with.

plain gale
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You can safe the units loadout with getUnitLoadout and initPlayerLocal.sqf and restore it with setUnitLoadout and a respawn eventHandler or onPlayerRespawn.sqf.

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@warped flame

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There are also a few examples if you google that.

ember musk
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@silver dune so i had a friend come on and help, could not figure it out either, basically i am making a little ambush mission where CSAT is hidden in some buildings in the prone, the plan is for once the NATO convoy hits the IED the trigger activates the change mode and they go from (stealth prone hold fire) to (open fire combat stand up) but in every case the CSAT will stand up immediately as if their change mode is activated once the mission starts.

dim kindle
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have you tried using the show / hide modules?
basically, hide them at mission start and then make them show once the IED is triggered

ember musk
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no i have not

dim kindle
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it should make it alot easier

ember musk
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let me see if i can figure that out

dim kindle
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if you use the show/hide modules just set the CSAT group be set to Open fire combat stand up by default

ember musk
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@dim kindle where is the show/hide module sorry im new

dim kindle
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i think under other, just search for it in the modules
its named as Show / Hide

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i haven't played Arma 3 in a while so im kinda bad at recalling the UI

ember musk
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so i did what you said, but CSAT show up still at the start. how do i hide them

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@dim kindle

dim kindle
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go into the attributes of the module, dude

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i thought it was obvious

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  1. place down 2 show/hide modules
  2. take 1 module and set it to hide in the attributes
  3. sync the hide module to the CSAT group
  4. take the show module and sync it to the CSAT group AND the IED trigger
ember musk
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@dim kindle im a beginner

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but thanks

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it worked thanks

dim kindle
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youre welcome

warped flame
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@plain gale Thank you very much.

severe aspen
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Does anyone know of a way to get a list of all the markers cords ingame through the eden editor????

ornate briar
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marks?

severe aspen
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lol

ornate briar
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talking like city location markers or player placed?

severe aspen
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eden editor placed

ornate briar
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might have to dig thru teh BI wiki and look thru the 3DEN commands

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if its got a init field tracking it would be simple, just cant remember if markers offer that and Im leaning to dont.

severe aspen
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Its got TEXT and Variables.

ornate briar
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well setting custom variable name like mark_0 would let you track a object code wise.

severe aspen
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I got two var they are respawn_west_1-72 and VD_PlaneMrkr 1-5

ornate briar
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this more on scripting channel topic but yeah if you got a unique var ID set you can tell its state and stuff what are you trying to do overall with this is more the question but ya might wanna think on that maybe move it to scripting if its more not a editor thing.

severe aspen
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ok will thx

verbal rose
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Using 3den enhanced, how can I make player attributes persist after respawn? The "disable stamina" only seems to work on the first life, respawn on start is off

dim kindle
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why do my missions save as a sqm

prisma oyster
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because this is the editor format since… forever?

dim kindle
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yes im dumbass

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how

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do i drop into tadst tho

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i exported it

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and im using pbo manager but still nothing it doesnt let me

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@prisma oyster

prisma oyster
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export as MP mission, and you will find your pbo in \Arma 3\MPMissions

dim kindle
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@prisma oyster it doesnt show up as pbo

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it shows up as bohemia interactive something

prisma oyster
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¯_(ツ)_/¯

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if the file extension is .pbo, it's a pbo

dim kindle
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is there a mod that makes UI creation easier?

sinful zenith
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There are external gui designer tools.

verbal rose
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Using 3den enhanced, how can I make player attributes persist after respawn? The "disable stamina" only seems to work on the first life, respawn on start is off if that helps

plain gale
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@verbal rose The disable Stamina is a vanilla Attribute. You will have to script something yourself if you want it to be persistent after respawn.

verbal rose
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Ok, should I just move it all to scripting? So put the disable code in the PlayerInit (or whatever it’s called) and then also put it in onPlayerRespawn? Also, can I use “this” to reference players in each of those files?

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@plain gale

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Also admins I’ll move channels if this convo gets too long

plain gale
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you can use onPlayerRespawn.sqf and can access the player with player command. ('This' might work as well, but not sure right now)

verbal rose
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Ok thanks, I'll try that

velvet comet
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Hi! Anyone there?

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I'm starting with map creation and I have a few doubts on "Setting up P: Drive"

prisma oyster
velvet comet
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Oh! Thank you for pointing me in the right direction, then! 🙂

heady flower
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is there a way to seperate the parts of USS freedom in the editor

vestal perch
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you should be able to spawn them separately too yes.

heady flower
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cant seem to find a way. I know i can go in zeus and add objects but thats not what I am looking for. The only placeable object is the entire carrier as one

vestal perch
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you likely will have to use script commands. the parts do not have separate editor placeable classes

heady flower
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I found this but I dont really know were to go from there

vestal perch
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you can use the editor dev console to run scripts and perhaps use the create3denEntity or createSimpleObject commands to spawn the parts

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or you need to create a addon that has separate classes for the parts

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or look up in the Workshop if there already is an addon for that

ember musk
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hey, i have noticed that opfor only react to long range sniping by fireteam. where as i want the entire compund to react. how do i get them to work as a whole when facing contact?

ornate briar
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check your data link settings on the SQL's, squad lead if you want them reporting everything their squad 'knows about' gotta have all 3 on to send/receive and position to report it to the sided cmdr (virtual or real..) I believe.

grim grove
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Can anyone help me for some reason when i use an image it said it cant find it although its in the same folder

vestal perch
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what path do you use?

ornate briar
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was just about to ask examples of what you doing/using would help advice given back.

grim grove
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is there a way i can show a screenshot

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player createDiaryRecord ["Diary",["Additional Intel",
"<font color='#2DAADC' size='18' face='TahomaB'>Drone Picture</font><br />
<br />
<img image='recon1.jpeg' /><br />
<br />
<marker name='marker1'>Enermy FOB</marker><br />
<br />
The enermy is positioned in a FOB with multiple sentries all around the complex.<br />
I personally recommend moving in from the north, they don't have AA but .50 cal machine guns so stay low."]];

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thats the code atm

vestal perch
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you can upload pictures and link them here

grim grove
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how do i do that haha?

last aurora
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take a screenshot, go to imgur.com, upload it there, post the link here...

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¯_(ツ)_/¯

grim grove
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okay mate

pearl jetty
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Any way to dissect preset modes?

I’m curious as to how some of the Zeus ones work, especially ‘32, Control Edessa’

broken inlet
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You can propably just de-pbo them and open them up in the editor @pearl jetty

pearl jetty
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I’ll try that then

They’d be found under the Multiplayer file?

broken inlet
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Not sure where they're stored at

ornate briar
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The BIS missions are stored in A3's addonfolder in the mission_f_*.pbo files so gotta look thru each 'expansion..' so depends which one that one added those missions.

pearl jetty
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Alright, I’ll take a look there

grim grove
plain gale
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is it called .jpeg or just jpg?

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do yourself a favour and enable file extensions

grim grove
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enable file extensions?

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sorry I’m just really not picking this up haha

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@plain gale can you describe how do this. I’m stupid sorry haha

plain gale
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If you are on Win10 press WINDOWS + I and search for file extension, it should immediately show up as a suggestion

grim grove
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I’ve done that @plain gale now what?

plain gale
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Now check if your file extension of the image really is jpeg as you stated in the script

prisma oyster
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a difference between .jpeg / .jpg makes the file "not fount" @grim grove

grim grove
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okay I’ve changed the script to match the photo and I’ll test it now. Thank you

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Still said the image cannot be found

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“Picture recon1.jpg not found”

plain gale
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because

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pictures\recon1.jpg

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it's not the in root but in the subfolder

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I just saw that.

grim grove
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so cause the folder is named pictures I would change it too pictures\recon1.jpg ?

prisma oyster
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*pictures R3vo
yep TrippyHD

plain gale
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yes

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Also, please post code as code and not as image @grim grove

grim grove
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I’ll give that a go and post code as code and not an image?

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Okay, that worked thank you

plain gale
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yw

grim grove
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That’s been ragging my head since the start

plain gale
grim grove
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Another question.. if I needed to check if a player was in a vehicle to complete a task would I use vehicle player != player?

plain gale
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player createDiaryRecord ["Diary",["Additional Intel",
"<font color='#2DAADC' size='18' face='TahomaB'>Drone Picture</font><br />
<br />
<img image='recon1.jpeg' /><br />
<br />
<marker name='marker1'>Enermy FOB</marker><br />
<br />
The enermy is positioned in a FOB with multiple sentries all around the complex.<br />
I personally recommend moving in from the north, they don't have AA but .50 cal machine guns so stay low."]];```
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You can either do sqf player in _vehicle//For a specific vehicle

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or sqf objectParent player != player//Check if player is in any vehicle

grim grove
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okay does this work with a empty vehicle? Or does there need to be AI in order for this too work?

plain gale
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No need for AI

grim grove
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okay

grim grove
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just read that where it said {do something} how would I make it complete the task?

ornate briar
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if you using a task/event trigger all you need is the if logic part !(isNull objectParent player)

grim grove
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Thank you

ornate briar
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np. was honestly mainly googles work.

grim grove
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I tried googling stuff but I end up with someone completely different or it just isn’t quite what I’m looking for.

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I knew arma was hard but this editor has me confused 99% of the time

ornate briar
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just to be fair and honest all I used was arma 3 detect if player is in a vehicle literally. all good time for sleep for me good luck!

grim grove
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thank you mate... gonna attempt the unit capture script I found on YouTube. Good luck to me and thank you for the help

vital seal
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hey i have a question i am trying to find the editor.sqs file for buldozer

sinful zenith
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Dev needs help.
You know the issue with #include from description.ext crashing the game when you exported the mission from 3den.
We need a repro mission. Vanilla pbo with include in description.ext.
Please help so we can get it fixed finally.

prisma oyster
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@plain gale maybe?

eager hull
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didnt notice you became a greenboy dedmen

dim kindle
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he's always been green tho

eager hull
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I remember him being orange

broken inlet
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He's been green for like a week or two now I think?

plain gale
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I'll add it on my todo @prisma oyster Might come up with something

idle rivet
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how do I make people respawn in a given position? so far I tried to use the module respawn for blufor, tried every possible combination in the multiplayer respawn settings, tried BIS_fnc_addRespawnPosition on the object, no matter what i do either the mission end or i respawn in the exact same position as I died, any clue?

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one would think such a trivial feature would be easy and clean but...

eager hull
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I usually place down a respawn marker with the variable name respawn_west(for blufor)
and then select [respawn on custom position] in the multiplayer attributes
but I've had your same problem last night
see if it works for you

idle rivet
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now i have an even weirder issue where i spawn somewhere else entirely instead of the starting position 🙄

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in SP it is ok as soon as i try MP i have this issue

eager hull
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do you by chance spawn at grid 000000?

ornate briar
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Dedmen there a example you can provide. just made a basic mish with a description.ext and pbo'd it and ran without issue so guessing its something specific or maybe unknown? willing to help out if I can.

sinful zenith
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description.ext with #include "\a3...."
some mission parameters template for example. I don't make missions

ornate briar
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okies I'll try the different examples from the wiki see if any of them cause it.

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seen you posted on a warlords? thread same topic so wasnt sure if there was a specific case/expansion/dlc involved.

ornate briar
sinful zenith
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yes that

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i need repro for that

ornate briar
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I dropped a msg in the thread maybe catch something.

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I tried using #include "\a3\functions_f\Params\paramWeather.hpp" #include "\a3\functions_f\Params\paramDaytimePeriod.hpp" but for all I know wasnt using it right. never really got this deep yet into A3 scripting/code/cfgs

idle rivet
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@eager hull probably i have to check again

tranquil yacht
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Re - Start Up params -

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Issue been solved or the example on the BI Wiki has been amended.Maybe both.:)

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Thanks BI Team.

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P.S I tried hosting myself.Havnt tried Dedi server or client only side.

tranquil yacht
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Whats the confusion guys?

prisma oyster
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I think we are all wondering about these startup params (these are your first messages in this channel)

sinful zenith
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what start up params?
You mean that

Make sure that include path to a3 mod has leading backslash:
Thats not the issue afaik

tranquil yacht
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Wow.I gotta slow things down for you i guess

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The issue is the start params crashing or error message shows stating params files arnt present?

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" ErrorMessage: Include file a3\functions_f\Params\paramWeather.hpp not found." ?

sinful zenith
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yes

tranquil yacht
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The BI wiki has been amended since last time i was there iirc.But the example given on the Wiki works without errors.I havnt tried client side only or dedi server environments

sinful zenith
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The wiki statement doesn't change anything.
Wiki says to add leading backslash. I have atleast half a dozen reports of include WITH leading backslash crashing the game

tranquil yacht
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the error would show in SP previously aswell as when hosting MP

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Test mission

sinful zenith
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That mission is a folder

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I said I need a pbo

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because its something wrong with the pbo parsing/pathing.
Specifically from 3den export afaik. Repacking with a seperate pbo packer so far has been my advice to solve the problem

tranquil yacht
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Lol,your a impolite one..

sinful zenith
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what?

tranquil yacht
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Pbo version

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A3 packed

sinful zenith
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Yes thats a invalid pbo like 3den exports it, thats what I need

tranquil yacht
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Happy to help.

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Say hi to them...:)

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I hosted from 3den .Not from MP section.If that makes a difference.

sinful zenith
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it does

tranquil yacht
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rgr.wait 1

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There it is.

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Mp section only now

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Error persists

sinful zenith
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TLDR; ignore everything that Steve said. I now have 2 repro pbo's we'll see if that sufficient. Thanks for the help

warped flame
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Is it possible to make it so that if players don't have a UAV Terminal or GPS with them they can't see their own position nor the positions of their teammates on the map and neither can their teammates see those players positions? Also is it possible to disable players maps if they don't have a map with them or autometically mute them in all channels except direct communication if they don't have a radio on them?

sinful zenith
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players already can't see positions on map unless you set difficulty to easy or smth like that

warped flame
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@sinful zenith But I want them to see their position if they carry a GPS or UAV Terminal with them and the position of every other teammate that carries a GPS or UAV Terminal. Only those without GPS or UAV Terminal should not be visible on the map and should not see their teammates on the map either. You get someones exact location if that someone doesn't transmit their location via GPS or UAV Terminal afterall...

dim kindle
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Someone help. Everytime I start a mission everyone spawns in the bottom left corner of the map, i've placed down a respawn with all the right settings but to no avail. Help

prisma oyster
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Something must be wrong, but without any more information I can't say much more

ornate briar
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@warped flame #rules pls dont ping Sysadmin/bohemia.net colored users pls. aka Purple/Green, thanks. Lou I had the same problem with when I was messing with description.ext earlier cant remember the cause though wasnt trying to think about that... had to do with spawn settings/spawn locations I think I overrode via the .ext file

prisma oyster
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¯_(ツ)_/¯

ornate briar
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yeah I got no clue it was something I was messing with but again wasnt looking for that nor the cause was trying to make that .ext bug but ended up giving up on it myself.

velvet ether
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Is there a way to change the NATO symbol that's seen in high command over subordinate elements? I've got some mechanized infantry, and they show up as tanks from high command. Can that be easily changed in the editor somehow or should I post this question to the scripting channel?

prisma oyster
idle rivet
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So i have this issue: I add an helicopter on-flight in editor, i spawn and it's OK (rotating, stable etc.), as soon as I sync it to the respawn module and try it again the helicopter spawns as usual but with the engine off so it crash, any clue?

ornate briar
idle rivet
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same issue, the engine couldn't care less

prisma oyster
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is it reproducible in VR, with -just- the respawn module and the helicopter?

respawnOnStart = -1; // also, this? 0, 1?
``` @idle rivet
vestal perch
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make it respawn on ground?

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every vehicle that is created is put through "createVehicle" command which has the "FLY" special mode where aircraft starts fully operational in flight. This I believe is what starting a in flight vehicle through the editor does too.

The respawn module migth not be designed to be used like that however.

idle rivet
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i have to try for that specific part

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respawnonstart is not set so it's the default but i'd like the heli to respawn on air no matter what

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it's a training mission so people have to shoot it down repetedly

prisma oyster
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the helicopter would respawn yes, not its crew

idle rivet
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mmh how do i make the crew respawn too?

prisma oyster
idle rivet
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with all probabilities

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how do I tell the AI that it have to take off and never land?

prisma oyster
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move to a position, they will move and stay (flying) there

idle rivet
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it just stays there

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assigned a move waypoint etc. but it seems to not care, the engine gets turned on but never take off

prisma oyster
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…weird?

vestal perch
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what chopper?

idle rivet
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Mi 6T Hook

vestal perch
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modded?

idle rivet
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yes i think it's from either RHS or CUP

vestal perch
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try with vanilla chopper

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mod choppers can sometimes have bugs

idle rivet
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trying with Kajman

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Mi48 Kajman same issue

prisma oyster
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there must be some distance (> 100-200m iirc) for a helicopter to "accept" the waypoint and not trigger it completed from the ground

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if you just want it to go up and stay, you might be able to trick it by giving it a distant waypoint for 2-3 seconds, then deleting it

idle rivet
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i placed it 2km far, still the AI don't care lol

vestal perch
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is it just move waypoint?

idle rivet
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yes

prisma oyster
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did you turn the engine on with engineOn?

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(AI sometimes fails to do so)

idle rivet
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yes i did

idle rivet
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can't also find a way to stop helicopters from moving, assigned order "hold", set disableAI to all but they still move

plucky ore
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Hey im a complete noob to this, does anyone know how zeus enhanced works?

fading goblet
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Enable mod, start a mission with Zeus, get into Zeus and it will be there.
The website will explain how each module works: https://zen-mod.github.io/ZEN/

plucky ore
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Mods enabled and when I go into zeus I only get the default stuff

idle rivet
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mmh random patrol module

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i made a civilian with waypoints, synced the module with him, added troops and synced them to the module

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as soon as the mission start i get an SQF error about _x not defined, troops spawn randomly as supposed but they are not moving following the waypoints

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any clue?

plucky ore
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sry idk about ur issue @idle rivet I thought u were saying smthn else

idle rivet
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mmh deleted and added the module with the exact same settings and it works

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this is very lol

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does the "Sync to" direction matter anyways? like if i sync A to B or B to A it's the same thing?

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anyone knows about my question?

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some?

vestal perch
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@unique wren please dont spam the channel with unrelated messages

idle rivet
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also how do i tell a unit to enter an helicopter? i tried to assign the heli a load order to the unit, the unit a get in / get in nearest to the helicopter, preceeded or not by a waypoint, but no luck

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they move and then stand still

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ok figured out, you have to attach the waypoint to the heli

urban heath
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@idle rivet it does not matter what direction you sync two objects together

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Task -> trigger or trigger -> task = same result

idle rivet
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is there a manual or a source that defines what each module/waypoint/etc. exactly do and how to use them?

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i'd like to not bother people too much with questions that may already have an answer

broken inlet
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wiki might be of help

idle rivet
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i tried to search "waypoint" but i only find the script commands

plain gale
idle rivet
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Oh thank you, i was going crazy, how did you find this?

sinful zenith
ornate briar
#

Brutality!

prisma oyster
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@idle rivet but for the record, Google Search is way more talented in finding related wiki pages; the wiki only search for exact content.

You can use site:community.bistudio.com/wiki yourSearchTerms to force a wiki-only Google search.

idle rivet
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i am noticing

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I'll open a discussion in the wiki to have that page linked, documentation is useful only if you can find it 😃

hard veldt
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I have a question, is it possible to activate a trigger with multiple triggers ? (trigger A is activate when trigger B and C are activate)

plain gale
#

You can do that by defining variables

#

Trigger A (Condition: variable_1 && variable_2)
Trigger B (Condition: variable_1)
Trigger C (Condition: variable_2)

#

@hard veldt

primal wave
#

@hard veldt You can also use an AND statement in Trigger C's condition field. Eg:

#

triggeractivated trigger_A AND triggeractivated trigger_B;

hard veldt
#

@primal wave @plain gale okay thx guys :)

plain gale
#

Yeah right, there was a triggerActivated command 😅

hard veldt
#

I understood don't worry :)

hard veldt
#

it's works, that's perfect thx

plucky ore
#

So does anyone know how to have units placed in the editor be manageable by zeus?

eager hull
#

they should by default
they probably just need to be editable
in zeus open the modules tab and use the modify editable objects module

#

from there you can choose to modify units, soldiers, vehicles or everything

grim thicket
#

any idea on how to place creeping respawns (move with the objective . aka new respawns for each objective while deleting the previous)

plucky ore
#

@eager hull So with the module it wont let me connect units to it, sorry im a bit slow, am I missing something?

eager hull
#

not sure what you mean
what the module does is making the units you've placed in eden to appear as editable in zeus

paper breach
#

@plucky ore I have a scripted method for you, its much easier once you get a hang of it.

#
_x addCuratorEditableObjects [allUnits, true];
_x addCuratorEditableObjects [vehicles, true];
_x addCuratorEditableObjects [allUnitsUAV, true];
_x addCuratorEditableObjects [allMines, true];
} forEach allCurators;```
plucky ore
#

@paper breach That would be great, I dont know anything about scripting so your going to have to walk me through it

#

thx

paper breach
#

just run this into init.sqf or initserver.sqf for multiplayer

broken inlet
#

Btw I took a peek and zeus enhanced has the 'Update Editable Objects' Module which lets you add stuff to the interface, just booted up arma and took a peek at it

paper breach
#

with that you dont have to mess about connecting everything to a module and making your screen look messy in the process. It will just add everything right at the start.

#

I don't know whether or not it adds new objects spawned via scripts however. Have not tried

broken inlet
#

I don't know whether or not it adds new objects spawned via scripts however. Have not tried
You'd props have to make that repeat every now and then

#

since that only adds everything once (I think)

paper breach
#

I recall units being added but it might have been done by the script i was using

#

the ai spawn script that is

broken inlet
#

Imo the module is still a better choice though since its more universal and doesnt really need preparation, also zeus enhanced adds a lot of other useful zeus modules aswell bongocat

paper breach
#

@plucky ore you can also run that through a trigger activation if it is easier for you to do. Just have it be any player, not present.

broken inlet
#

You can also just put it in the init, no?

paper breach
#

yeah, but I don't know his knowledge of the editor. trying to be as beginner friendly as possible

broken inlet
#

I think the mission init is easier than a trigger

paper breach
#

yeah for sure, helps to start developing habits

broken inlet
#

since he doesnt have to place anything but rather just open up the attributes and add the code snippet

paper breach
#

hah i didnt even know you could do init in attributes

#

so many small things hidden around

broken inlet
#

heh yeah

#

you can edit the general mission init there

paper breach
#

i use initserver more often than not to avoid locality issues

broken inlet
#

Attributes > general > init

grim thicket
#

or create init.sqf under the mission folder

paper breach
#

^^ thats what i always do lol

#

since im there editing desc and everything as well

plucky ore
#

Thanks everyone for all your help

#

Yay it works!! Thank you so much

eager hull
#

does the keyframe animator work for objects
and does it work in SP and MP?

plain gale
#

It works for objects, but dunno about MP

ornate briar
hard veldt
#

I have another problem, everytime i open my mission to edit it, the option "Loiter Altitude" of the waypoint Loiter of a drone (Greyhawk), is awlays at -1

#

but the loiter radius is as I put it last time

#

and i don't know why

rich folio
#

guys

#

i need help

#

well in arma 3 i am making a mission using sector tactic and by using spawn ai i get to play offline with ai teams and ai enemy capturing and defending sectors.
what i need help with is that the spawn ai is using the default skin of nato forces i am playing in tanoa which is a jungle so i need to make it immersive in short i dont know how to make the default skin in spawn ai module to use the Nato pacific units insteal of using the the default unit skins.

broken inlet
#

No crossposting please #rules @rich folio

rich folio
#

@broken inlet i believe this here is the correct asking location for scripts

broken inlet
#

Yep thats fair, just make sure that you only post your question in 1 channel

#

or remove it in one chat and then post it somewhere else

keen swallow
#

Hey everyone!

Ever heard of simple objects becoming invisible?

https://imgur.com/a/Z1IOME9

as shown in these pictures, the simple object on the left is not rendered in the scene. It still has collisions though. It's puzzling me and I can't find answers online. No mods and or other scripts in this test

hard veldt
#

did you tick the box "show model" ?

prisma oyster
#

@keen swallow ^

keen swallow
#

I haven't changed it from default but i'll load it up and make sure so I don't waste your time for some dumb stuff

#

The shadows also seem to pop in and out of both objects depending on the angle of my camera. I have also tried to use a show/hide module

eager hull
#

anyone knows the classname for the apex trees?
can't find in the cfgVehicles page on the biki

plain gale
#

they don't have classname so far I know

eager hull
#

didn't even knew it was possible
then how can those extended eden mods manage to make them placeable?

plain gale
#

Perhaps they added them to cfgVehicles

#

What mod are you talking about?

eager hull
#

metis nature for example

#

to summarize what I'm trying to do
I'm trying to place them with create3DENEntity without having to create dependencies to metis

plain gale
#

yes

#

It adds them to cfgVehicles

eager hull
#

so there is no way to place them with create3DENEntity?

plain gale
#

nope

eager hull
#

I see
thanks

#

what about createSimpleObject and use their model path?

plain gale
#

That works.

#

But not inside Eden I guess

eager hull
#

better than nothing I guess

vestal perch
#

@eager hull eden enchanced creates classes for them

#

Some Terrain objects like trees dont have editor classes by default

#

you need an config addon for that

eager hull
#

@vestal perch
yeah understood that
but I need to keep the mission vanilla, so I need to go though the simpleObject path I guess

vestal perch
#

looks like it.

ornate briar
#

super simple ftw!

ornate briar
#

okay gonna throw its out here cuz Im outta ideas on how to approach it. need to set up a area for when players are not in the field separated from each other and isolated from the main part of the map, but Im kinda stuck on a way to approach doing it.
Was thinking something like a skybox but problem is on spawn players always get thrown into the falling animation and spawn laying down after a few moments of ground floating. was thinking outside the terrain area but that also has odd side-effects.

prisma oyster
#

Use VR blocks in the sky?

ornate briar
#

thats the problem then people animating on spawn like they falling real pain

#

right now Im using containers but it just looks stupid on the ground since I cant skybox it

prisma oyster
#

switchMove ""

also, there are Sphere_3DEN and SphereNoGround_3DEN to create, that make the kind of "green" background (you can change the colour with setObjectTexture on index 0 & 1)

ornate briar
#

hmmm have to check them. I mean I had a concrete block floating, player snapped right to it. but over certain altitude nope just decides always freefall..

prisma oyster
#

yes, that's hardcoded altitude above terrain / sea level, it doesn't check if there is immediate ground under them. besides a switchMove, there is not a lot you can do.

ornate briar
#

okay I'll check switchmove out thanks Lou, I wish that invisible wall was scaleable would make it so much easier

prisma oyster
#

amen, yeah

ornate briar
#

is that even possible? like a simple untextured solid LOD wall what would be stopping it from scaling allowed?

prisma oyster
#

¯_(ツ)_/¯

ornate briar
#

other thing always irked me was the scaling on the pillboxes they always seemed to be made for midgets..

prisma oyster
#

take a look at the skulls, they were giants that roamed the Earth centuries ago 😄

ornate briar
#

you mean bones and stuff they looked normal last I seen

prisma oyster
#

grab one in the editor and place it over a guy's head…

ornate briar
#

there a hidden cave in Altis with like a sacrifical place or something

#

hmmm

#

lol gonna check now

#

the other option I was thinking but kept forgetting to check is maybe freeze the player for like 15sec on join and go the cheap route and splash screen them or something

#

lol yeah I see what you mean they almost like neanderthal sized like about 25% too big

vestal perch
#

@ornate briar because there is no scaling in game.

#

It could perhaps work with animated corners though

prisma oyster
#

an animated "sliding panel" from 1 to 100m should be enough 😄

vestal perch
#

Needs a shark tank under it

ornate briar
#

yeah no scaling but yet you get a scaling gizmo. I know I know just too early. figure atleast very simple core objects should be able to just like icons, VR objects etc

warped flame
#

Is it possible to change the default warlords sector icons so that both BLUFOR and OPFOR have independent sectors marked with green squares, their own sectors with rectangles in their color and hostile sectors with diamonds in their enemies color?

Currently BLUFOR has all sectors marked with rectangles (blue for their own sectors, green for independent and red for OPFOR sectors) and OPFOR has all sectors marked with diamonds (red for their own sectors, green for independent and blue for BLUFOR sectors) but I feel like it would be cooler if the shape would actually change depending on whether the sector is friendly, independent or hostile...

lament elk
#

Hey everyone

#

I'm just trying to host a zeus session and having port forwarding issues

#

I've done a lot of googling and watched youtube tutorials to no avail

#

I woould appreciate it soooo much if anyone could help me

#

thanks

fading goblet
sand creek
#

how can I give a single unit a parachute?

#

I am messing with Zeus and I want to paradrop some units, but they come without parachute so they just slam onto the ground all the time

#

help?

fading goblet
sand creek
#

sorry.. zeus

fading goblet
#

either change their loadout (in editor or zeus, although that could require Achilles or ZEN) so they have a parachute, or use scripts in the mission which handles that (including resetting the backpack)

sand creek
#

I am using different roles in the different choppers (3)

#

so do I have to change each unit´s loadout or is there a way to get it fast?

fading goblet
#

either change all loadouts manually, or use a script/module which handles that for you, which are available on the forums

sand creek
#

ok

#

thanks

lament elk
#

thanks grezvany13,

#

I'd like to ask one more question though, have you found a way to fix the' Warning Steam Appid doesnt match expected value 107410 <> 233780 ' error when launching a dedicated server ?

#

never mind, i fixed it , sorry 🙂

primal wave
#

Hi everyone! Simple question: I cannot get the tablet object (Land_tablet_02_black_F) to accept any textures. Neither x by x nor x by 2x size, nor procedurally generated textures are displayed. Note: these of course work on the 1x1 and 1x2 user textures, as well as the Land_Tablet_01_F object. What am I missing?

quick pagoda
#

One message removed from a suspended account.

vestal perch
#

@primal wave it probably is not set up for retexturing.

#

@quick pagoda you will need to paste those errors here for answers.

#

Or links to screen shots.

grim grove
#

anyone have any good background music for my intro's that is copyright free, don't mind giving credit

#

looking for something to make the helicopter journey a little more tense

primal wave
#

@grim grove try SoundCloud. Artists may have things free for download and nonprofit use. Slippery slope though.

broken inlet
#

^ Always look at the license

primal wave
#

@vestal perch That would seem inevitable, except that the tablets' attributes specifically let you pick a texture, just as with user textures/whiteboards/posters. I will check the object config when I am finished with work.

prisma oyster
#

@primal wave textures have to be 2^n × 2^o, e.g 256 × 512, 128 × 128, etc

primal wave
#

@prisma oyster Thanks! Err, in the previous post I tried to imply that I have gotten texturing to work on other objects with .paa's and procedural textures (eg: #(rgb,8,8,3)color(1,0,0,1) ).

To be pedantic: I noticed some objects prefer a 2:1 aspect ratio, such as the 2x1 user texture, or one of the tablets(can send you the file if you wish..). Otherwise the texture will be stretched.
Note: have done it using the object editor attributes, and the setObjectTextureGlobal command.

The question was why it didn't seem to work on a specific object: Land_tablet_02_black_F . Have you used this object in a mission?

prisma oyster
#

no, but setObjectTextureGlobal should be delayed in MP (see commands' page on wiki)

it should work by changing the editor's field though (and be immediately noticeable), let me give it a try

vestal perch
#

interestingly there seems not to be such object as Land_tablet_02_black_F in the game configs

#

Land_Tablet_02_F does exist though

prisma oyster
#

maybe in Contact?

vestal perch
#

this config dump should contain those too

#

could be its added later than I did the dump

vestal perch
#

yes actually found it now too

#

ah there was a copied empty space after the line I searched for

#

and yes that also looks like it has hiddenselections set up

prisma oyster
#

it doesn't work indeed, with #(argb,8,8,3)color(0,1,0,1,co)

#

works with Land_FlatTV_01_F

vestal perch
#

possibly the model does not have the selections then

prisma oyster
#

yeah, all "rugged tablet" remain black
@primal wave

vestal perch
#

its likely missing the screen selection in the model

#

the color of the body is set with the hiddenselection

#

hiddenSelectionsTextures[] = {"\A3\Structures_F_Heli\Items\Electronics\Data\Tablet_Screen_CO.paa", "a3\Props_F_Enoch\Military\Camps\data\RuggedTablet_Sand_CO.paa"};

#

the selections are present in the model though

#

but that does not mean they are assigned to anything

prisma oyster
#

selection #0 goes under selection #1
set an invalid texture making the object transparent, and you will get your texture

vestal perch
primal wave
#

Thank you for the trouble! So, do I understand that the tablet wasn't properly finished with Contact release. I take it I will have to design around this 😅. Maybe place a user texture/poster object on top of the tablet with my addaction.. Going to take ages to size correctly 😬

vestal perch
#

by defalt the screen is set to use procedural black

#

did you try if the object attribute changes the texture?

primal wave
#

@vestal perch pour moi? I have tried to texture the object within the objects' attributes window, yes. And tested it with another object.

vestal perch
#

then the model is faulty

#

you could write a feedback ticket about it

primal wave
#

Did you get it to display something? Can I order you a beer via Amazon shipping to send me your example? 🤓

#

Sure, why not. Seems a straightforward fix for the developers.

#

Thank you both for the troubleshooting @prisma oyster @vestal perch !

vestal perch
#

theyve fixed some geometry errors that were found out recently so this might also be fixable. 👍

warped flame
#

Is it possible to change the default warlords sector icons so that both BLUFOR and OPFOR have independent sectors marked with green squares, their own sectors with rectangles in their color and hostile sectors with diamonds in their enemies color?

Currently BLUFOR has all sectors marked with rectangles (blue for their own sectors, green for independent and red for OPFOR sectors) and OPFOR has all sectors marked with diamonds (red for their own sectors, green for independent and blue for BLUFOR sectors) but I feel like it would be cooler if the shape would actually change depending on whether the sector is friendly, independent or hostile...

vestal perch
#

that would probably need a custom version of the warlords scenario

warped flame
#

@vestal perch Can you specify "custom version" because I have made a custom warlords mission in the editor so if you mean that it shouldn't be a problem...

vestal perch
#

well then you need to find out how those markers are drawn in the scripts and alter that

warped flame
#

@vestal perch Can I just copy the default warlords function into my mission folder and alter that to achieve it?

vestal perch
#

perhaps

hard veldt
#

Hello, can someone help me ? when I publish a scenario on steam workshop, the main image of the scenario (thumbnail) has black edges at the top and bottom : https://imgur.com/gallery/j46ugyy. So someone knows the dimensions of the image so that it doesn’t have a black edge pls

prisma oyster
#

a square ratio is needed iirc

hard veldt
#

meh, I didn't understand

prisma oyster
#

a pic where height = width

hard veldt
#

haa like that okey, and what is the height ?

prisma oyster
#

it can be whatever you want
I don't know if you can update it from the Steam interface though

hard veldt
#

okey thx :)

grim grove
#

anyone know how i can make realistic surveillance photos to id a target/target location?

prisma oyster
grim grove
#

think it would be easier in photoshop?

prisma oyster
#

yes

#

there are simple B&W, blur & film grain filter already
the thermal should obviously be done in Arma

grim grove
#

okay also im not sure if there is a fix for this but when i go far out the terrain does this weird thing where the AI is under the terrain so i can only see there heads of thermal and not the rest of there body and off the camera i can see them walking around in open ground but there bodys are in the floor?

#

is there a fix for this or is it my settings or something?

#

it makes long distance screenshots hard

prisma oyster
#

it is a "feature" to mimic the soldiers being hidden by the grass
unfortunately, only their visible position is moved down and not their hitbox - so you have to aim higher in order to hit where you want…

grim grove
#

it looks really buggy and i tried everything incluiding everything on ultra and VD to 12000 like all my screenshots.. just thought it was my graphics card

prisma oyster
#

no no, "unfortunate "feature"

#

your GPU is fine

grim grove
#

very odd "feature"

broken inlet
#

Its not that weird imo

#

Better than having players be fully rendered without grass on a hill 2 km away makin them extremely easy to spot

prisma oyster
#

it would be weirder if you saw the full soldiers from 10km, sure
but it is a strangely done one. again, not sure there is a better way

broken inlet
#

Yeah thats the main problem, I cant think of a better way either

grim grove
#

another thing.. the helicopters i placed you cant see them because they clip through the floor?

#

im 1200m wide and 2000m height

#

should i get closer

prisma oyster
#

you should see a doctor

#

:p
joke aside, what is "1200m wide"?

grim grove
#

radius* so i am 1200m from the AO and 2000m in altitude

#

sorry could of explained that better

prisma oyster
#

it depends on your object draw distance

grim grove
#

both 12000 for screenshots

prisma oyster
#

and Object VD, and Terrain VD?

grim grove
#

in settings i have Overall visibility 12000 object 12000 and shadow 200 with everything on ultra

prisma oyster
#

the heli should be visible then

grim grove
#

i'm not sure

prisma oyster
#

1200² + 2000² = 5 440 000
sqrt 5 440 000 = ~2332.38

2333 < 12000
it should 😄

grim grove
#

is there a way i can directly contact you? So i can send you screenshots of what i mean?

prisma oyster
#

sure, you can dm me

vestal perch
#

for future reference, you can also post links to pictures you want to show here

fast zinc
#

Hello can someone help me? Im trying to make trops paradrop from a C-130 and the plane has to keep the waypoints. The trouble is when I eject the units, the plane change the waypoint and try to land, I dont know why. If I dont eject the units the plane go correctly.

Im using this to paradrop units:
{
if(_x != player) then {
unassignVehicle _x;
_x action ["Eject", vehicle _x];
_x leaveVehicle vehicle _x;
moveout _x;
sleep 0.5;
};
} forEach assignedCargo C130;

And I tryed to change behavior mode of the pilot and nothing happened.

vestal perch
#

that possibly affects the pilots too

fast zinc
#

I dont think so, because when I run "assignedCargo C130;" on the console it only show a list of the units assigned as cargo, there is not pilot on that list

last aurora
#

driver (pilot) and gunner differ from that

#

@fast zinc

#

pilot has to be highest rank also (if all in the plane belong to the same group). otherwise the pilot will follow the unit with the highest rank in his group (land)

ornate briar
#

o.O they always followe for me/TL in the order they are in team position and depending on formation set

fast zinc
#

I tryed to give pilots the higest rank but it doesnt work, each unit in cargo has individual group so I think pilots wont receive orders from another unit

ornate briar
#

yeah if they in their own group then basically they all TL's of their own devices. would need high command to issue orders/waypoints I believe/script to issue like waypoints to each TL. Ive tried doing formation landings with helos all in same team even that is buggy AF.

dim kindle
#

Ey bois

#

Can y'all help me out with something

#

So im tryna make a group of vehicles start moving only when a player is in a trigger. So like, convoy of players is moving down, they trigger a trigger, then the AI convoy starts moving towards and past them

fading goblet
#
  1. place a move waypoint for the AI on where the AI has to wait, and then the rest of the waypoints.
  2. create a trigger which is triggered by players
  3. right click on the trigger, select "Connect" -> "Waypoint Activation" (or something like that) and put the other side of the connection on the first waypoint
dim kindle
#

Thanks! I'll try it

sacred nebula
#

How do i change the radius of a hold action?

ornate briar
sacred nebula
#

ok i'll try adding that thanks

#

well when i did it i got some sort of error but I found a different way of solving my problem

#

but i changed it to not use hold actions and just use triggers that take the health of a civilian as a condition, which works

#

thanks for the help anyhow

sacred nebula
#

I am trying to have a trigger condition to trigger when a task is completed i entered the code "taskCompleted firsttask" in the condition box but I recieve and error message saying
"Error taskcompleted: type Object, expected Task"

#

i'm not sure how to change the data type to task or if it is another problem

prisma oyster
#

what is firsttask ?

sacred nebula
#

i assigned the variable name of the task (which needs to be completed for the trigger condition) to be firsttask

prisma oyster
#

can you show me how please?

#

I am afraid you named the task module firsttask

sacred nebula
#

can i dm you a photo

prisma oyster
#

so yes, this is a module, not the task itself. you would have to use another module to complete this task

sacred nebula
#

the task is completed when a player enters a different trigger

#

then this trigger should have it's condition be satisfied

sacred nebula
#

yay fixed it

#

i initialised a boolean variable on an npc and then set it as the condition for the trigger, in the trigger for the previous task i set the variable to true

dim kindle
#

Is there like an extended animation list for the eden editor? Like sort of the 3den enhanced animation list but with a lot more in it

prisma oyster
#

…what

dim kindle
#

Right, so you know how 3den enhanced adds the option to easily select animations right?

#

I want a similar list of animations to choose from, but with more to choose from.

#

Is there a mod to do that?

dim kindle
#

Hey!

#

im trying to make a stealth mission where if the player doesnt complete an objective in time, friendly forces are sent in. how can i do this?

fading goblet
#

you should be able to do that with several triggers:

  1. Trigger which checks if objective is complete
  2. Trigger which has a timeout before triggering
  3. Trigger which checks if 1 is not done and 2 is triggered
  4. connect trigger 3 to the first move waypoint of the friendly forces (AI) to make them wait till activated
dim kindle
#

i am familiar on how its done as i have some experience in this field but i am unsure of how to actually make the triggers and how to set the commands if you understand what im saying

primal wave
#

@dim kindle I don't know how much experience you have with using triggers..

But if scripting syntax quickly gives you a headache, then you could simplify Grezvany's schema further:

Make 1 trigger. Make sure players start within its area. In its attributes, set the activation to "any player". Then, set the timeout times (all 3 fields) to however many seconds you like. Following that, synch the waypoint of your enemy patrol group to the trigger. Trigger should activate just after the mission starts, and after you chosen time, create the waypoint for the enemy patrol.

broken inlet
#

@dim kindle There are mods that add more animations

dim kindle
#

so i have OPFOR soldiers set to "do not fire unless fired upon" but when they see an enemy they just dont care and open fire, what's that about?

prisma oyster
#

vanilla game?

#

or mods?

dim kindle
#

mods but no mods except ace that change mechanics a lot

prisma oyster
#

mods but no mods
wha?

try in vanilla plz

dim kindle
#

so how do i set conditions in triggers?

broken inlet
#

but no mods except ace that change mechanics a lot
@prisma oyster its phrased a bit weirdly but understandable imo

#

but no mods that change mechanics a lot except ace

prisma oyster
#

might yep

dim kindle
#

so how do triggers work and what do they understand?

prisma oyster
#

sorry… wha again?

dim kindle
#

what dont you understand?

prisma oyster
#

the

what do they understand
part

last aurora
#

you "trigger" an event

prisma oyster
dim kindle
#

but for like the "condition" tab, what does the game understand and not?

prisma oyster
#

code: SQF code

dim kindle
#

there we go

prisma oyster
dim kindle
#

thank you

prisma oyster
dim kindle
#

if i walk in there, i'll fall into a pit of confusion that i wont be able to leave without learning it all 😂

prisma oyster
#

we try to keep our members in a somewhat working state condition :p

broken inlet
#

Hey peeps whats the right way to add a briefing again?

prisma oyster
broken inlet
#

Thanks

dim kindle
#

Goddamit

#

Okay so, I have set a move waypoint that is connected to a trigger, the trigger can only be activated by BLUFOR. However I started the game to test it and it refuses to work, they just rush over to it anyway

#

Any fixes?

plain gale
#

Make sure you synced the correct waypoint

prisma oyster
#

the trigger will block the waypoint's completion
if you want them to move there once the trigger triggers, make another waypoint before that one and sync to it

plain gale
#

Exactly

#

The localisation is misleading

#

It's not waypoint activation but rather waypoint completion

dim kindle
#

I am very, very confused

#

It works on another unit where I made a move waypoint and synced it to the same type of trigger, in the same configuration, and it works! They don't move until a BLUFOR unit is in the trigger

#

But somehow they don't work with other units

prisma oyster
#

*magic*

woeful raptor
#

Smoke in Editor: What is the best RGB numbers to try to get as white a smoke as possible?

#

been fiddling a while but notta

#

always has some dark

#

I'm looking to get just a thin wispy but white campfire smoke

#

Is Editor smoke modules pretty limited IYO

ornate briar
#

try using a 50 alpha it gets dark cuz of its own making... @woeful raptor

woeful raptor
#

👍 ...I'll give it a whirl

signal lantern
#

i have a question about the editor
whenever i try to spawn a 9P129 missile truck with a crew, my game locks up
is there a way to fix this or is it a known bug?

jagged vault
#

Is there any way to make an object placed in eden editable by a Zeus player in a multiplayer scenario? Trying to work around not finding a way to place a full Arsenal into a container through the editor without manually enabling each item individually

jade bay
#

I need some advice on how to make a safezone I'm pretty new to the editor and all. Any help would be great thanks 😄

prisma oyster
jade bay
#

Thank you so much 😄

#

Oh that's aspect ratio safe zone

prisma oyster
#

@jade bay define what you want then :p

ornate briar
#

safe/no damage zone I believe

prisma oyster
#

no enemies zone, or no damage whatsoever zone?

#

(or both)

ornate briar
#

¯_(ツ)_/¯

warped flame
#

Is it possible to add "custom" commands for NPC e.g. to order a mine specialist to lay a minefield or an engineer to clear a minefield?

prisma oyster
#

you can create a Scripted Waypoint, but nothing like in the "usual" command menu. you can create a custom command menu though!

warped flame
#

Ok, thanks.

warped flame
#

Is there any way to change the callsign of a support provider?

prisma oyster
#

What have you tried so far?

random owl
#

Is there a way to hide the grid in VR?

broken inlet
#

I know that someone edited the ground texture (or something like that) to make it into a snowy ground, might be worth looking at how that works @random owl

random owl
#

I unfortunately don't know how to go about editing the ground texture of maps. Is there a guide?

#

Nevermind, I found a workaround for my situation. Thanks

#

Now I have a different question, is there a way to have bookmarks for the eden camera like you can in Zeus? I'm referring to the Ctrl + F1-F12 keys.

plain gale
#

3den Enhanced mod has that @random owl

random owl
#

Thanks

reef moss
#

Ok what obvious thing am I doing wrong here? I have the following in a trigger activation.

Hint "Triggered";
["ODIN","Extraction bird it on station and awaiting your signal!"] spawn BIS_fnc_showSubtitle;
``` and the hint works but no subtitle? I'm sure I've used this before just fine.
thorn wyvern
#

@reef moss
Do you have subtitles enabled in the options?

reef moss
#

Oh ok maybe I turned that off recently, I'll have to check, thank you

warped flame
#

Is it possible to tell NPCs placed in the Editor to stay put and not move? I have a small contingent of NPC placed in cargo towers etc. to make both Warlords bases look alive and manned but they always start to move away and form a formation somewhere in the base. I tried to tell them to guard the area and to hold but that didn't work. Is there any way that they will stay in their guard towers and other positions but still react to things like incoming fire?

prisma oyster
#

they won't move by themselves unless attacked or grouped.
either ungroup all of them (myeah) or use doStop to stop them @warped flame

warped flame
#

@prisma oyster Thank you very much. I really appreciate that you help me time and again.

warped flame
#

If I sync units directly to a warlords sector do they only spawn when the sector is targeted like or along with the sector garrison? I ask this because I realized that they are not spawning straight away...

warped flame
#

Answer to the previous question (in case someone else is wondering the same): Yes, units that are directly synced to a warlords sector do spawn along the sector garrison when the sector is targeted.

dim kindle
#

Has anyone ever had an issue where a building would spawn itself into itself like 3 or 4 times?

prisma oyster
#

without any context, like that? no…

dim kindle
#

Ah hold on

#

Figured it out

prisma oyster
#

… k?

fervent pivot
#

Does anyone know how to add a custom weapon to a storage container? To explain, I've created a loadout for a character in a scenario through the armory editor, and I need to add the weapon I've customized to the weapons crate so that the AI can just pickup the one weapon and be good to go. Instead of having to pick up the weapon plus a grip, plus a scope, plus a NV laser.

prisma oyster
#

@fervent pivot yes, see addWeaponWithAttachmentsCargo(Global)

fervent pivot
#

thank you very much

#

Follow up: is that code used in the Init: box for the actual crate I'm going to use?

prisma oyster
#

sorry, rephrase?

#

if you are doing an MP mission, do not use the init field for global argument or global effect commands.

to add this weapon, you should use a script

#

(even if it is initServer.sqf)

broken inlet
#

Btw Lou whats the technical reason that global stuff shouldnt be done in init fields in MP?

fervent pivot
#

Yes it is going to be used in a MP mission, I didn't know it mattered where I wrote the code. Where should I write it?

prisma oyster
#

init fields get executed for each (JIP) player @broken inlet

#

you setDamage 0.5 a guy because he "survived a helicopter crash", ok
he heals himself
someone connects, boom - 0.5 again

broken inlet
#

aaah so it'd do the global stuff multiple times

#

Thanks for the explanation

prisma oyster
#

@fervent pivot initServer.sqf for example

#

this page*, even

broken inlet
#

Huh interesting, thanks for sharing that

fervent pivot
#

is the initserver.sqf a text file or is it editable in the editor?

broken inlet
#

its a textfile you create inside the mission file

#

(atleast I dont know of that file being editable through the editor, might be wrong though)

dim kindle
#

Guise, does anybody remembers that one script to spawn Livionia objects (Radar electronics) that are not available in Editor by default?

eager hull
#

@dim kindle either create3DENEntity
or createSimpleObject I guess

dim kindle
eager hull
#

oh yeah, used that exact script to spawn apex trees
do you know a way to rotate stuff aswell with that?

prisma oyster
#

not to sound like a smartass, but setDir?

eager hull
#

would that imply that I need to assign a variable name to said object or is there a way to do it without it?
because it might be viable for a chair, not for a forest

prisma oyster
#

the "_obj" you set can be used just under the createSimpleObject line yes

dim kindle
#

so i want some helicopters to fly to a specific point if a character leaves a zone, any idea on how i could do that? cuz i sure dont have any idea how to do that

broken inlet
#

trigger -> player not present -> trigger activates a waypoint

#

I'd assume atleast

dim kindle
#

its not gonna be a player so i assume just replace player with the character?

broken inlet
#

Is it just gonna be that character in the area or are there gonna be other characters of the same faction in the area?

dim kindle
#

its a extraction mission so its only gonna be 1 until the players find the character and get them out of there

broken inlet
#

then you should be able to just have the activation criteria of the trigger be [faction of the unit] Not present

#

you can select that in the triggers interface

#

then just change the triggers size to how big you want it

dim kindle
#

alright, no need for fancy code right?

broken inlet
#

You'll have to do some searching around for activating the waypoint using the trigger, I think it might work if you right click on the way point and either sync it to the trigger or set the trigger as the waypoints activation? Not sure about that since I havent tried it

#

Yeah you shouldnt need any code I think

#

the triggers interface is simple

dim kindle
#

lucky me

#

the interface is simple, doing stuff with it is not :c

broken inlet
#

heh Yeah it can be a bit confusing to get into, once you get the hang of it its not that hard

#

took me a while aswell

dim kindle
#

is there a way i can drastically limit AI's visability? im trying to make a stealth mission so i find it hard when you're instantly seen by the enemy from really far :)

wise carbon
dim kindle
#

awesome! thanks dude

wise carbon
#

I am curious if there is a way to lock vehicles from the enemy AI but the players can still enter them?

prisma oyster
#

AI won't get in vehicles by themselves

last aurora
#

well.... they will at some point

#

enemy AI most likely

prisma oyster
#

how so? you can put 3 unarmed tank crews next to a CSAT Tank, if you shoot some bullets at the ground next to them they won't get in and kill you?

#

not in vanilla at least

last aurora
#

@wise carbon

wise carbon
#

thanks

last aurora
#

i think you can do a check if a unit is AI and then set it to allowGetin false.
best to ask in #arma3_scripting for more in depth details

wise carbon
#

How can I change the AI groups so there is only one (Alpha 1-2 to Alpha 1-1 etc.)

prisma oyster
#

delete the others 😄

wise carbon
#

that does work

#

but i sorta need the others

prisma oyster
#

either make one gigagroup, or delete them
you cannot name them all Alpha 1-1

wise carbon
#

ok, i found that if i spawn them next to each other they will stay the same i will just need to move them around

prisma oyster
#

oh
you can link all the units you want with Ctrl+click

wise carbon
#

ahhhh, thanks

dim kindle
#

im really frustrated so if someone can help me with this, i would be really greatful. i have a trigger set with the activation "BLUFOR not present" and i have the trigger as a waypoint activation for a helicopter. i have a BLUEFOR officer inside the zone handcuffed but the helicopter ignores and takes off and goes it the waypoint, what could be possibly wrong?

prisma oyster
#

@dim kindle just asking, but isn't your officer setCaptive?

dim kindle
#

my officer is surrendered and handcuffed via ace but this had no problem on it earlier, when it worked

prisma oyster
#

humor me and type side officer (or whatever your officer is named) in the debug console please

dim kindle
#

how do i get that up

prisma oyster
#

…ok, well I assume that your officer is setCaptive, and therefore the unit is not counted as BLUFOR, but as civilian

dim kindle
#

the thing that makes my frustrated is that it all worked

#

but then it just didnt

#

i had the officer as a captive and it still worked

#

but it just randomly just broke

prisma oyster
#

¯_(ツ)_/¯

dim kindle
#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

prisma oyster
#

if magic is involved, I'm out!

dim kindle
#

i changed it to "civilian not present" and wooptie doo, nothing changed :/

prisma oyster
#

then something else is the issue - something that you changed between the working and the non-working state

dim kindle
#

i replaced everything, the helicopters, their move orders, the trigger, the officer

prisma oyster
#

good luck! I'm out to bed ☁️

dim kindle
#

i now even changed it to "OPFOR not present" cuz the officer has 1 guard and.. still doesnt workkkkkk

prisma oyster
#

that's a hint that your waypoint/trigger combination is wrong, nothing else

dim kindle
#

i really dont see whats wrong with it

#

i make the waypoint

#

and i go to the trigger and select Connect > Waypoint Activation and i select the 1st move waypoint

#

i even did every single move waypoint

prisma oyster
#

and is your trigger set to "switch" (or idk what it is called) mode?

dim kindle
#

sorry?

prisma oyster
#

nvm, I am not sure about Eden Editor.

dim kindle
#

you're more sure than me, thats for sure

quiet spindle
#

I want to make a mission where opfor control the entire island and I have to take control of it, is there any way I could do this so it shows who's in control of what part of the island on the map.

wise carbon
#

How would I create a task that is competed when all enemies have been killed in an area.

quiet spindle
#

@last aurora I'll give it a go, cheers mate

wise carbon
#

i'll have a look, thanks

wide spoke
#

is there a way to remove parachute animation when spawning players high in the sky?

vestal perch
#

they must be forced with switchMove

eager hull
#

so, noticed apex has a cutscene at the beginning
any clue how they're applied?

prisma oyster
#

the PC video? yes, it's a full screen video

bleak pagoda
#

@wise carbon use Eos, it's the system that insurgency uses, a quick Google will throw it up :)

wise carbon
#

thanks, i'll read more into it

dim kindle
#

is it any way to display an image (.png or .paa) ona hintC message?!

echo warren
#

Anyone know how to make AI doing animation?

prisma oyster
#

@dim kindle yes, see the wiki page

#

@DickFart#0116 see playMove/switchMove on the wiki 😉

#

dafuq 😅

dim kindle
#

Is it possible to enable player control when using camera?

willow kestrel
#

can anyone confirm or deny if unitcapture/unitplay works with planes?

#

im having issues with unitplay when it comes to a plane

vestal perch
#

what kind of issues?

willow kestrel
#

unitplay does not work when i try to playback

#

its a mod plane, would that affect things?

#

its from optre

#

unitcapture seemed to work perfect, but it refuses to play back

prisma oyster
#

it works with airplanes; the issue might be somewhere else.

prisma oyster
thin robin
#

how would I add a sensor display to a infantry unit?

#

without having to create a new config

prisma oyster
#

no can do afaik

thin robin
#

so i would have to make a subclass config of a infantry unit to give it a sensor display?

prisma oyster
thin robin
#

kk

bleak pagoda
#

Anyone know if the update today has rendered old mission files uneditable by the 3den editor? Currently unable to open any of my missions?

#

Getting an "error when loading scenario"

sinful zenith
#

if it did, its a unintended bug

#

no more detailed error message available?

bleak pagoda
#

Could well be mod related also

#

Thats the only error im getting

bleak pagoda
#

So RPT is generating now, showing no errors, Only error message im getting from anywhere is "error when loading scenario" on screen when trying to load the mission. Attempting to validate game files to see if thats the issue.

prisma oyster
#

no issue while loading, here

bleak pagoda
#

Validation gave me two files incorrect, trying again now

#

Still unable to play after a validation, still no errors

prisma oyster
#

nothing critical so far

#

your mission requires mods, I presume

bleak pagoda
#

Indeed, RHS, ACE, a few others, Im running the exact same modpack as far as I can tell, maybe an issue with mods not working with the new update specifically through the editor?

prisma oyster
#

can't tell much more actually. try loading modless missions maybe?

bleak pagoda
#

Cant open, or merge the mission either, When I try to merge it I get the error "Cannot merge 2D editor scenatio into current scenario!"

#

Ill try that

sinful zenith
#

@bleak pagoda DM me the mission.sqm please

bleak pagoda
#

Yup.... I can load vanilla missions, Must be mod related....

#

Any idea what mod "rhs_c_bkm_t" is from?

sinful zenith
#

rhs

#

afrf

bleak pagoda
#

Which

#

yeah thats loaded... so it aint that

sinful zenith
#

if it was missing mod, it should just tell you that

#

instead of "error duuuh"

bleak pagoda
#

right on

#

would be a whole lot easier if it was a missing mod xD

#

Would having an extra mod loaded cause issues?

prisma oyster
#

should not, no

bleak pagoda
#

darn....

sinful zenith
#

i want to test myself, but I have to troubleshoot other stuff, not sure if I can make today

bleak pagoda
#

No worries man, I can shoot you the modpack I'm using and anything else you need if you'd like, worst comes to worst Its still working just fine on the server for the time being, and I only need to fix a few minor things using the editor anyhue so no crazy rush on my part 🙂

sinful zenith
#

i can see your modpack from the entries in the sqm

bleak pagoda
#

Ahh perfect

#

So as soon as I launch the editor, Prior to launching the mission I'm getting the error "No Entry ' bin\config.bin/cfgVehicles/animationsources.side'.

kind prism
#

With HCs in, the Role Assignment screen keeps defaulting to the Virtual tab. How can I get it to default to the BluFor tab?

Looks like it's just the "first" playable unit" deleted HCs and remade them worked.

dim kindle
#

@prisma oyster @vestal perch Update on the "rugged tablet" user textures. With both your advice (and Lou's screenshot..) I made a support ticket.

It seems they fixed it:
https://feedback.bistudio.com/T145005

Thanks for the efforts gents!

bleak pagoda
#

@prisma oyster @sinful zenith Turns out im just plain stupid! The mission name had a period in it..... Thats the only reason it wouldn't load xD Why it didnt effect the server im not sure, but my bud got it working in the editor just fine

prisma oyster
#

@bleak pagoda that's a paddlin' 👀 😄

proven bane
#

Hello. Do you know how to add malaria to an AI ?

prisma oyster
#

pending documentation, not yet

proven bane
#

Oh! OK, thanks

fading goblet
#

Spawn some mosquito which carry malaria 🤣🤣🤣

dim kindle
#

Hi everybody, do you know if it exists any mod that let you spawn units with custom loadout and it works with triggers?!

fading goblet
#

The editor itself already allows you to modify the loadout of units when placing them. Although I found that "3den Enhanced" is a good addition for any mission making.

And what do you mean with "works with triggers"?

dim kindle
#

Well since now I used the Syhrus's Dynamic Spawner http://www.armaholic.com/page.php?id=33076 that uses a custom Game logic to spawn a group of units in a certain position constantly, but It can't spawn units with custom loadouts, and that game logic it can't be activated with a trigger.

bleak pagoda
#

Anyway to spawn 'Land_Airport_02_hangar_right_F_FIR' and the left version, in the editor without a mod? Its the large airport from tanoa, struggling to find a way to import it

#

Tried using

create3DENEntity
[
"Object",
"Land_Airport_02_hangar_right_F",
screenToWorld [0.5,0.5]
];

in the debug console, it returns invalid number or somthing

#

'Invalid Number in experssion

prisma oyster
#

have you tried createVehicle?

bleak pagoda
#

How would I use that for a building though?

prisma oyster
#

the same as any other vehicle, no difference

bleak pagoda
#

Sorry I'm not sure how to sawn a vehicle using the debug, could ya point me towards any documentation? I've googled around a good bit looking for ways to spawn buildings using the debug console but been unable to turn anything up

#

Land_Airport_02_hangar_left_F createVehicle [0.5,0.5] Does nothing

prisma oyster
#

Google createVehicle, first link 😄

bleak pagoda
#

you are correct...

#

Thanks man!

prisma oyster
bleak pagoda
#

Create vehicle isn't working either, tried a number of combinations, dont really want to use a script for it either as im simply trying to get the object into 3den 😦

prisma oyster
#

…try the following:

createVehicle ["Land_Airport_02_hangar_left_F", screenToWorld [0.5, 0.5]];
#
create3DENEntity
[
  "Object",
  "Land_Airport_02_hangar_right_F",
  screenToWorld [0.5,0.5]
];
```should have worked, though
bleak pagoda
#

Got it

#

create3DENEntity ["Object","Land_Airport_02_hangar_left_F",screenToWorld [0.5,0.5]];

worked in the end, not sure why it didnt work from the one I used originally... Strange...

prisma oyster
#

we call that *armagic* around here

small leaf
#

do you guys know how to make planes attack infantry

#

and when I try to search it up they keep saying something about scripts like the thing that tetlys typed

umbral star
#

Okay so. I have this idea where I want enemy troops to retreat to new position after players hit a trigger. However, I'm thinking now that this won't work, as I want them to retreat and take up new defensive positions as well as spawning a few more enemies to reinforce that position. Is there an easy way to do this or is this even possible?

#

Also I kinda wanna set up a thing where there's a huge paradrop but I don't want them to take forever and end up landing in the ocean. Is there a way to speed up their time to jump out?

worldly coral
#

@bleak pagoda glad you found a way to do it. Last time I needed the hangar I just spawned two objects in the editor. Saved the mission. Then went in the mission sqm and changed the classname of whatever I had down to the hangar left and rightand when I reopened the editor my pieces were there.

bleak pagoda
#

@worldly coral I tried that first! For whatever reason tho it would remove them with an error once I launched the game again

bleak pagoda
#

Anyway I an put a password/keypad on vehicles? Or on a trigger to unlock them? I dont want to limit aircraft to UID's as it requires manual updating of the mission file for each new unit, Would it be possible to set a password on aircraft which i can then give out?

prisma oyster
#

you could limit it to persons in your squad(.xml)/unit(A3 units)

bleak pagoda
#

@prisma oyster Can I update this without editing the mission files?

prisma oyster
#

yes, you simply update your squad.xml or add someone in your Arma 3 Units (but this one seems to have issues these days)

bleak pagoda
#

Is the squad.xml not located within the mission files though? This mission im creating is persistant

prisma oyster
#

the squad.xml is external to the game and people have to declare it in their in-game profile

bleak pagoda
#

Ah right, I think i remember this from A2 thinking about it

proven bane
#

Hello. Is it possible to display an image or logo overlay in games ?

vestal perch
#

yes

proven bane
#

How can I do it? do you have a link so i can do a search.

prisma oyster
#

how do you want to display it? on-screen over gaming, in briefing, on loading…?

proven bane
#

a transparent image with the name of the mission after the loading screen

proven bane
#

I found how to display my image with "class RscTitles". But I have a problem with my image. the image is a PNG converted to PAA and the logo is almost transparent too.

prisma oyster
#

what is the issue?

proven bane
#

class RscTitles
{
titles[]={};
class intro
{
idd=-1;
movingEnable=0;
duration=10;
fadein=1;
fadeout=1.9;
name="intro";
controls[]={"title1"};

  class title1
{
    type=0;
    idc=-1;
    size=1;
    colorBackground[]={0,0,0,0};
    colorText[]={};
    font = "PuristaMedium";
        text="image\topex.paa";
    style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
        sizeEx=0.100;
    x = safezoneX;
    y = safezoneY;
    w = safezoneW;
    h = safezoneH;
};

};
};

#

in description.ext and titleRsc ["intro","PLAIN"]; on init.sqf

bleak pagoda
#

If I want to use Lock1 setVehicleLock "LOCKED" to lock a series of vehicles, how would I inlcude Lock1,Lock2,Lock3 Etc. For example [Lock1,Lock2,Lock3] SetvehicleLock "LOCKED"

#

Tried using ["",""] But getting On activation: [used for a trigger]

bleak pagoda
#

Or would I need to use a ForEach in there to get it to work on more than one vehicle? Such as **{this setvehicleLock "Locked"} ForEach ["lock1", "Lock2"] **

sinful zenith
#

{_x setVehicleLock "Locked"} ForEach [lock1, Lock2] assuming lock1 and lock2 are variable names of the vehicles

bleak pagoda
#

Hasn't worked im affraid... Using a keypad lock script, so vehicles begin locked, Add action for keypad, it returns a value if correct to global variable, Trigger sees this and unlocks the vehicle, then I use a radio trigger to re-lock them. Works perfectly with just one, but as soon as I use more than one it fails 😦

#

Wait

#

Im a gool

#

Mixed up my Locked and unlocked

#

Thanks again @sinful zenith ! Saving my life allot recently XD

sinful zenith
#

Leave my alone notlikemeow

minor idol
#

Is there a way to copy paste a position from one thing to another without doing it one component at a time?
I.E. I have a VR Area, and want to center a trigger on it without moving the area.

prisma oyster
#

I am not sure I understood your question @minor idol
if you want to center a trigger on it, move the trigger

if you want to copy multiple stuff, either Ctrl+click or area-select + Ctrl+C/Ctrl+V

vestal perch
#

no he wants to A set3denEntityAttribute "rotation" [B get3denEntityAttribute "rotation"];

#

or somesuch cant remember the exact syntax 😛

#

position for starters

#

not rotation xD

#

cant recall there being such tool

minor idol
#

Idk how to explain lol
I guess "center all on this object", instead of using the "set pos of all selected" where you have to actually input everything.

Kind of like using the VR area as a key object if that makes sense

#

and yeah I get that I have to move the trigger, thats what I've been doing, but to center it on something I have to open the key object's attributes, copy X axis pos, open the second object's attributes, paste, and repeat for y & z

#

just wondering if there was an easier way to do it in-editor.

vestal perch
#

well you could use the debug console with set set and get@denEntityAttribute commands

minor idol
#

I honestly forgot we had access to debug in the editor. Yikes.

I'm so much better just staring at code 😆

jade rock
#

Anyone know what I need to put an the init line to make an object pickup-able

broken inlet
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define "pickup-able" @jade rock

jade rock
#

Like you can go up to it and pick it up

#

I want to make a mission to retrieve a laptop

broken inlet
#

Mmh do you want people to just be able to pic it up or have it work like intel where they get some info when they pick it up?

jade rock
#

for now, just pick it up

broken inlet
#

I'd personally just use an addAction/hold action that when completes deletes the laptop entity and assigns the player a new variable telling the game that he has the laptop (assuming you want to do something based on the player having the laptop)

#

although there might be a better way to do that

jade rock
#

okay, so I how use the addaction modifier

jade rock
#

so i just put object addaction in the init?

broken inlet
#

The wiki pages have scripting examples

broken inlet
#

Sounds like a mod

clever hedge
#

Is there any way to drag and drop units into vehicles without them joining the vehi squad? Other than using this movetocargo

wispy onyx
#

Hello!
if I add DLC object (for example wall map) and add action to it, will player without dlc be able to execute that action?

plain gale
#

yes

wispy onyx
#

Thank you!

undone vessel
#

do you know anything about that bug?

umbral fractal
#

hey im trying to use a script to attach sound to an object via playSound3D

#

how do I set up the pos on a vehicle

prisma oyster
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createSoundSource @umbral fractal

#

that, or you can use myVehicle say "mySound" directly

umbral fractal
#

@prisma oyster can you use .ogg files for sound sources?

prisma oyster
#

yes

umbral fractal
#

so how would i create the array for that ?

prisma oyster
#

create the array?

#
private _myArray = [];
#

?

plain gale
#

@undone vessel No clue. Hearing that for the first time.

jade rock
#

So i want to do a mission where you need to download files from a laptop - How would I do that? it just needs to be a brief scroll wheel interaction or ace interaction

dim kindle
#

@jade rock
Short answer (you can google examples):

Make an addaction in the init field of your laptop object.
https://community.bistudio.com/wiki/addAction

There are no "USB flash drives" or whatnot that you can add to the player inventory in unModded Arma, but you can of course trigger a task or mission variable.

One method that avoids coding (but requires more messing in the 3DEN editor) is to have {script} part of your addaction be:

{ download = true ; }

And to place the relevant create or change diary/task modules, and have them synched to a trigger with:

download = true;

In its conditions field.

#

Have a question of my own...

I'd like to create a mine that a player can pick up.

"APERSBoundingMine_Range_Mag" createvehicle getmarkerpos "marker";
^ This gives an error: <NULL-object>

"APERSBoundingMine" createvehicle getmarkerpos "marker";
^ This creates an armed mine.

Is there way of creating one that is already disarmed and on the ground?

fervent solar
#

Hi all, I almost always get a bug when trying to play a mission I've made in the editor, where there are no roles to select. I have them set to playable, enabled respawns etc, but they show up as not there. Now, weirdly enough, if i let it wait for like 5 minutes they'll sometimes appear. This can sometimes happen when testing in the editor as well.
Its obviously not a game breaking issue since they appear eventually, but it is extremely irritating and makes me worried to dive into mission making because I feel like im cocking up a very simple thing

vestal perch
#

got mods?

fervent solar
#

Yes, but its never consistently with one set of mods.
The only mods that I use where it happens across all of them are probably No stamina, no weapon sway and splendid smoke.
Other then that it's usually something different

vestal perch
#

try making one without any mods loaded

dim kindle
#

^ Do you have this bug (no roles at role selection) with NO mods loaded?

fervent solar
#

I’ll give it a go

jade rock
#

Anyone know how I can make a good insurgency mission using the Old Man Modules?

warped flame
#

Is it possible to have the time displayed at the mission start like in some story missions below the mission name?

plain gale
warped flame
#

@plain gale Thank you very much.

jade rock
#

I have a question about Alive - I'm trying to make an Insurgency with Civilians and I'm testing them out. Im using a modded civilian group that spawning properly but I can not interact with any of them. What have I done wrong?

#

Ah.

#

nevermind. Im dumb

prisma oyster
#

glad we helped 😄

jade rock
#

couldnt have done it without you Lou

#

actually, nevermind - it still isnt working I selected "yes" on the enable interaction dropdown for the civilian population module, but no dice. Can anyone assist?

prisma oyster
#

does it work with normal civilians?

#

(please note: no Alive expert here)

jade rock
#

hmm let me check

#

okay, so the default AI work

jade rock
#

Any ideas?

prisma oyster
#

mods

#

maybe you have to declare modded classes somewhere in Alive, I don't know.

jade rock
#

Frustrating

rain granite
#

so im doing some editor stuff atm and where wondering if i could make the AI to be aware of other AI,s do they dont crash into eachother

prisma oyster
#

crash into eachother such as?

rain granite
#

like when i putted up a car they tend to crash into friendly ai

prisma oyster
#

ah well, that's AI driving for you

vestal perch
#

what kind of moves are you trying to make them do?

jade rock
#

How do I set a ticket amount in the editor?

fading goblet
#

Respawn tickets?

jade rock
#

Yes

fading goblet
#

Either with a module, or in the respawn settings (Settings -> Multiplayer)

jade rock
#

Im in the multiplayer settings but down see anything about tickets

#

just the subtract tickers upon death, which doesnt give me the option to set the ticket total

fading goblet
jade rock
#

Okay so I used the module, but Im not sure if its working. How would I see remaining tickets?

fading goblet
#

If you have the tickets enabled (respawn template) you should be able to see the amount of tickets left in the respawn menu (right of respawn button)

jade rock
#

Mine is just a counter showing time to respawn

#

no manual respawn button

uneven wave
#

Hey folks. I've just started playing around with Eden, and just encountered some oddity... I'm ordering some crewmen to get in a tank, with a waypoint, and then add another waypoint to tell them tp guard some location. What they do is that they get in, then GET OUT and walk there....

#

How to tell the vehicle to use that waypoint instead once it's crewed?

#

One would think you'd have to tell them to get out before they exit the vehicle, since there's a waypoint for that

prisma oyster
#

make sure the "GET IN" waypoint is "locked" onto the vehicle?

uneven wave
#

they do get in, but then get out

#

I think however there is something that my trigger is doing

#

their next waypoint is tied to a trigger, but when I remove that trigger, they move around without problem

wild finch
#

Hey everyone i'm kinda stuck with an mission i'm doing with the Arma 3 Civilian Presence module i want to turn it off or delete the civs when players are not near the location

prisma oyster
#

doesn't it do it automatically…?

wild finch
#

No

jade rock
#

Using ACRE, is there anyway I can place an Immobile Radio on a table that can still be used if youre standing by it?

primal wave
#

@wild finch Beste landgenoot! One solution is to go into your civ module's attributes, give it a (variable) name, and uncheck the simulation option. Then, in a trigger activation field, write :

#

<modulevarname> enablesimulation true;

#

As long as you pick the trigger area (size and placement) well, then it should be fine.

wild finch
#

I will try that thanks

jade rock
#

Another Alive question - If Im not using any friendly blufor AI and want blufor to just be players, do I need a blufor military commander for the insurgency to fight against?

wild finch
#

@primal wave This did not work

rotund comet
#

i need to copy some stuff from a old scenario with a old mod combination. but it wont load the contents and complain about missing mods

#

it would take me ages to get back that old mod combination

#

i just need some structures and units from it

#

the mods are not about factions or units

#

so nothing is missing except some removed ACE parts

broken inlet
#

It might work if you merge the scenario with a blank scenario, atleast thats one solution I've heard for stuff like that @rotund comet

rotund comet
#

ahhhhh