#arma3_editor
1 messages · Page 35 of 1
yep
Achilles doesn't have any respawn vehicle module?
I mean
It has spawn units module
But i dont know how to edit it
respawn tab....
But how to edit it
if you mean height alt. LMBdrag
editor... or you link I think to the plane you want it respawning
testing now also alt moving the plane lets you get it on the carrier also
How to I rotate?
shift..
ctrl is for linking
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
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.
did you try editing the altitude by hand make sure ground snap isnt on either. @heady flower
is it possible to edit objects to make them not penable ?
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)
i mean make it so players can't shoot through the object
disable simulation/damage? not sure if penetration blocking possible.
can maybe ask in #arma3_scripting if there a way... Im out of suggestions. sorry for late responses was @ work.
allg
You can probably delete the projectile with an eventHandler
@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
@heady flower When I use the smoke effect module, it ignores gravity. Just to be sure: you are not using a smoke grenade?
@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
the module is a persistent effect
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
Which part of the trigger is failing. What is your trigger code. Just two things that may help answer your question 😉
oh dear lord forgive me
Just hope the mods do 😂

I only do because the crosspost is now gone
deer lord fox* lord
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.
You can safe the units loadout with getUnitLoadout and initPlayerLocal.sqf and restore it with setUnitLoadout and a respawn eventHandler or onPlayerRespawn.sqf.
@warped flame
There are also a few examples if you google that.
@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.
have you tried using the show / hide modules?
basically, hide them at mission start and then make them show once the IED is triggered
no i have not
it should make it alot easier
let me see if i can figure that out
if you use the show/hide modules just set the CSAT group be set to Open fire combat stand up by default
@dim kindle where is the show/hide module sorry im new
i think under other, just search for it in the modules
its named as Show / Hide
i haven't played Arma 3 in a while so im kinda bad at recalling the UI
so i did what you said, but CSAT show up still at the start. how do i hide them
@dim kindle
go into the attributes of the module, dude
i thought it was obvious
- place down 2 show/hide modules
- take 1 module and set it to hide in the attributes
- sync the hide module to the CSAT group
- take the show module and sync it to the CSAT group AND the IED trigger
youre welcome
@plain gale Thank you very much.
Does anyone know of a way to get a list of all the markers cords ingame through the eden editor????
marks?
lol
talking like city location markers or player placed?
eden editor placed
might have to dig thru teh BI wiki and look thru the 3DEN commands
if its got a init field tracking it would be simple, just cant remember if markers offer that and Im leaning to dont.
Its got TEXT and Variables.
well setting custom variable name like mark_0 would let you track a object code wise.
I got two var they are respawn_west_1-72 and VD_PlaneMrkr 1-5
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.
ok will thx
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
why do my missions save as a sqm
because this is the editor format since… forever?
yes im dumbass
how
do i drop into tadst tho
i exported it
and im using pbo manager but still nothing it doesnt let me
@prisma oyster
export as MP mission, and you will find your pbo in \Arma 3\MPMissions
tadst, I can't help you though - it's more of a #server_admins thing.
is there a mod that makes UI creation easier?
There are external gui designer tools.
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
@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.
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?
@plain gale
Also admins I’ll move channels if this convo gets too long
you can use onPlayerRespawn.sqf and can access the player with player command. ('This' might work as well, but not sure right now)
Ok thanks, I'll try that
Hi! Anyone there?
I'm starting with map creation and I have a few doubts on "Setting up P: Drive"
That's #arma3_terrain @velvet comet 😉
Oh! Thank you for pointing me in the right direction, then! 🙂
is there a way to seperate the parts of USS freedom in the editor
you should be able to spawn them separately too yes.
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
you likely will have to use script commands. the parts do not have separate editor placeable classes
you can use the editor dev console to run scripts and perhaps use the create3denEntity or createSimpleObject commands to spawn the parts
or you need to create a addon that has separate classes for the parts
or look up in the Workshop if there already is an addon for that
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?
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.
Can anyone help me for some reason when i use an image it said it cant find it although its in the same folder
what path do you use?
was just about to ask examples of what you doing/using would help advice given back.
is there a way i can show a screenshot
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."]];
thats the code atm
you can upload pictures and link them here
how do i do that haha?
okay mate
Any way to dissect preset modes?
I’m curious as to how some of the Zeus ones work, especially ‘32, Control Edessa’
You can propably just de-pbo them and open them up in the editor @pearl jetty
I’ll try that then
They’d be found under the Multiplayer file?
Not sure where they're stored at
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.
Alright, I’ll take a look there
Sorry about the wait https://imgur.com/a/tmDY3rD theres the link and the photo is under pictures
and here is the link to the script i wrote https://imgur.com/3VMqPDJ
enable file extensions?
sorry I’m just really not picking this up haha
@plain gale can you describe how do this. I’m stupid sorry haha
If you are on Win10 press WINDOWS + I and search for file extension, it should immediately show up as a suggestion
Here's a different method https://www.thewindowsclub.com/show-file-extensions-in-windows
I’ve done that @plain gale now what?
Now check if your file extension of the image really is jpeg as you stated in the script
a difference between .jpeg / .jpg makes the file "not fount" @grim grove
okay I’ve changed the script to match the photo and I’ll test it now. Thank you
Still said the image cannot be found
“Picture recon1.jpg not found”
because
pictures\recon1.jpg
it's not the in root but in the subfolder
I just saw that.
so cause the folder is named pictures I would change it too pictures\recon1.jpg ?
*pictures R3vo
yep TrippyHD
I’ll give that a go and post code as code and not an image?
Okay, that worked thank you
yw
That’s been ragging my head since the start
You can post code like this, just replace "cpp" with "sqf"
Another question.. if I needed to check if a player was in a vehicle to complete a task would I use vehicle player != player?
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."]];```
You can either do sqf player in _vehicle//For a specific vehicle
or sqf objectParent player != player//Check if player is in any vehicle
okay does this work with a empty vehicle? Or does there need to be AI in order for this too work?
No need for AI
okay
just read that where it said {do something} how would I make it complete the task?
if you using a task/event trigger all you need is the if logic part !(isNull objectParent player)
https://community.bistudio.com/wiki/objectParent killzone backed that method so Im going with it as advice
Thank you
np. was honestly mainly googles work.
I tried googling stuff but I end up with someone completely different or it just isn’t quite what I’m looking for.
I knew arma was hard but this editor has me confused 99% of the time
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!
thank you mate... gonna attempt the unit capture script I found on YouTube. Good luck to me and thank you for the help
hey i have a question i am trying to find the editor.sqs file for buldozer
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.
@plain gale maybe?
didnt notice you became a greenboy dedmen
he's always been green tho
I remember him being orange
He's been green for like a week or two now I think?
I'll add it on my todo @prisma oyster Might come up with something
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?
one would think such a trivial feature would be easy and clean but...
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
now i have an even weirder issue where i spawn somewhere else entirely instead of the starting position 🙄
in SP it is ok as soon as i try MP i have this issue
do you by chance spawn at grid 000000?
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.
description.ext with #include "\a3...."
some mission parameters template for example. I don't make missions
okies I'll try the different examples from the wiki see if any of them cause it.
seen you posted on a warlords? thread same topic so wasnt sure if there was a specific case/expansion/dlc involved.
well I give but... found this https://forums.bohemia.net/forums/topic/214843-fixed-includefile-a3functions_fparamsparamrevivehpp-not-found/ its a old thread. you commented on it once. but seems to been revived in march this year after nothing for 2 years. Anzac and Gunter seem to be doing something with it. maybe they can create a broken one for ya.
I dropped a msg in the thread maybe catch something.
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
@eager hull probably i have to check again
Re - Start Up params -
Issue been solved or the example on the BI Wiki has been amended.Maybe both.:)
Thanks BI Team.
P.S I tried hosting myself.Havnt tried Dedi server or client only side.
Whats the confusion guys?
I think we are all wondering about these startup params (these are your first messages in this channel)
what start up params?
You mean that
Make sure that include path to a3 mod has leading backslash:
Thats not the issue afaik
Wow.I gotta slow things down for you i guess
The issue is the start params crashing or error message shows stating params files arnt present?
" ErrorMessage: Include file a3\functions_f\Params\paramWeather.hpp not found." ?
yes
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
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
That mission is a folder
I said I need a pbo
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
Lol,your a impolite one..
what?
Yes thats a invalid pbo like 3den exports it, thats what I need
Happy to help.
Say hi to them...:)
I hosted from 3den .Not from MP section.If that makes a difference.
it does
TLDR; ignore everything that Steve said. I now have 2 repro pbo's we'll see if that sufficient. Thanks for the help
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?
players already can't see positions on map unless you set difficulty to easy or smth like that
@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...
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
Something must be wrong, but without any more information I can't say much more
@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
¯_(ツ)_/¯
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.
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?
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?
try using https://community.bistudio.com/wiki/engineOn on the module's vehicle init ?
same issue, the engine couldn't care less
is it reproducible in VR, with -just- the respawn module and the helicopter?
respawnOnStart = -1; // also, this? 0, 1?
``` @idle rivet
make it respawn on ground?
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.
i have to try for that specific part
respawnonstart is not set so it's the default but i'd like the heli to respawn on air no matter what
it's a training mission so people have to shoot it down repetedly
the helicopter would respawn yes, not its crew
mmh how do i make the crew respawn too?
#arma3_scripting I suppose (I don't know any other way)
move to a position, they will move and stay (flying) there
it just stays there
assigned a move waypoint etc. but it seems to not care, the engine gets turned on but never take off
…weird?
what chopper?
Mi 6T Hook
modded?
yes i think it's from either RHS or CUP
there must be some distance (> 100-200m iirc) for a helicopter to "accept" the waypoint and not trigger it completed from the ground
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
i placed it 2km far, still the AI don't care lol
is it just move waypoint?
yes
yes i did
can't also find a way to stop helicopters from moving, assigned order "hold", set disableAI to all but they still move
Hey im a complete noob to this, does anyone know how zeus enhanced works?
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/
Mods enabled and when I go into zeus I only get the default stuff
mmh random patrol module
i made a civilian with waypoints, synced the module with him, added troops and synced them to the module
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
any clue?
sry idk about ur issue @idle rivet I thought u were saying smthn else
mmh deleted and added the module with the exact same settings and it works
this is very lol
does the "Sync to" direction matter anyways? like if i sync A to B or B to A it's the same thing?
anyone knows about my question?
some?
@unique wren please dont spam the channel with unrelated messages
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
they move and then stand still
ok figured out, you have to attach the waypoint to the heli
@idle rivet it does not matter what direction you sync two objects together
Task -> trigger or trigger -> task = same result
is there a manual or a source that defines what each module/waypoint/etc. exactly do and how to use them?
i'd like to not bother people too much with questions that may already have an answer
wiki might be of help
i tried to search "waypoint" but i only find the script commands
Oh thank you, i was going crazy, how did you find this?
how did you find this?
Brutality!
@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.
i am noticing
I'll open a discussion in the wiki to have that page linked, documentation is useful only if you can find it 😃
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)
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
@hard veldt You can also use an AND statement in Trigger C's condition field. Eg:
triggeractivated trigger_A AND triggeractivated trigger_B;
@primal wave @plain gale okay thx guys :)
Yeah right, there was a triggerActivated command 😅
I understood don't worry :)
it's works, that's perfect thx
So does anyone know how to have units placed in the editor be manageable by zeus?
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
any idea on how to place creeping respawns (move with the objective . aka new respawns for each objective while deleting the previous)
@eager hull So with the module it wont let me connect units to it, sorry im a bit slow, am I missing something?
not sure what you mean
what the module does is making the units you've placed in eden to appear as editable in zeus
@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;```
@paper breach That would be great, I dont know anything about scripting so your going to have to walk me through it
thx
just run this into init.sqf or initserver.sqf for multiplayer
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
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
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)
I recall units being added but it might have been done by the script i was using
the ai spawn script that is
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 
@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.
You can also just put it in the init, no?
yeah, but I don't know his knowledge of the editor. trying to be as beginner friendly as possible
I think the mission init is easier than a trigger
yeah for sure, helps to start developing habits
since he doesnt have to place anything but rather just open up the attributes and add the code snippet
hah i didnt even know you could do init in attributes
so many small things hidden around
i use initserver more often than not to avoid locality issues
Attributes > general > init
or create init.sqf under the mission folder
does the keyframe animator work for objects
and does it work in SP and MP?
It works for objects, but dunno about MP
interestingly enough https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation doesnt mention what it does or doesnt support.
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
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 i believe this here is the correct asking location for scripts
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
Hey everyone!
Ever heard of simple objects becoming invisible?
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
did you tick the box "show model" ?
@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
There: https://imgur.com/a/woBNTLb
It seems to be the case for locomotives and other train objects
Thanks for the help!
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
anyone knows the classname for the apex trees?
can't find in the cfgVehicles page on the biki
they don't have classname so far I know
didn't even knew it was possible
then how can those extended eden mods manage to make them placeable?
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
so there is no way to place them with create3DENEntity?
nope
better than nothing I guess
@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
@vestal perch
yeah understood that
but I need to keep the mission vanilla, so I need to go though the simpleObject path I guess
looks like it.
super simple ftw!
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.
Use VR blocks in the sky?
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
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)
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..
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.
okay I'll check switchmove out thanks Lou, I wish that invisible wall was scaleable would make it so much easier
amen, yeah
is that even possible? like a simple untextured solid LOD wall what would be stopping it from scaling allowed?
¯_(ツ)_/¯
other thing always irked me was the scaling on the pillboxes they always seemed to be made for midgets..
take a look at the skulls, they were giants that roamed the Earth centuries ago 😄
you mean bones and stuff they looked normal last I seen
grab one in the editor and place it over a guy's head…
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
@ornate briar because there is no scaling in game.
It could perhaps work with animated corners though
an animated "sliding panel" from 1 to 100m should be enough 😄
Needs a shark tank under it
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
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...
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
https://portforward.com/ contains information about almost all modems and how to setup port forwarding.
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?
in editor or zeus (since this is #arma3_editor)?
sorry.. zeus
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)
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?
either change all loadouts manually, or use a script/module which handles that for you, which are available on the forums
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 🙂
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?
One message removed from a suspended account.
@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.
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
@grim grove try SoundCloud. Artists may have things free for download and nonprofit use. Slippery slope though.
^ Always look at the license
@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.
@primal wave textures have to be 2^n × 2^o, e.g 256 × 512, 128 × 128, etc
@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?
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
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
maybe in Contact?
this config dump should contain those too
could be its added later than I did the dump
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
it doesn't work indeed, with #(argb,8,8,3)color(0,1,0,1,co)
works with Land_FlatTV_01_F
possibly the model does not have the selections then
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
selection #0 goes under selection #1
set an invalid texture making the object transparent, and you will get your texture
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 😬
by defalt the screen is set to use procedural black
did you try if the object attribute changes the texture?
@vestal perch pour moi? I have tried to texture the object within the objects' attributes window, yes. And tested it with another object.
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 !
theyve fixed some geometry errors that were found out recently so this might also be fixable. 👍
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...
that would probably need a custom version of the warlords scenario
@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...
well then you need to find out how those markers are drawn in the scripts and alter that
@vestal perch Can I just copy the default warlords function into my mission folder and alter that to achieve it?
perhaps
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
a square ratio is needed iirc
meh, I didn't understand
a pic where height = width
haa like that okey, and what is the height ?
it can be whatever you want
I don't know if you can update it from the Steam interface though
okey thx :)
anyone know how i can make realistic surveillance photos to id a target/target location?
thermal and/or black & white, and why not picture grain - see post process effects on the wiki
https://community.bistudio.com/wiki/Post_process_effects
think it would be easier in photoshop?
yes
there are simple B&W, blur & film grain filter already
the thermal should obviously be done in Arma
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
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…
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
very odd "feature"
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
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
Yeah thats the main problem, I cant think of a better way either
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
radius* so i am 1200m from the AO and 2000m in altitude
sorry could of explained that better
it depends on your object draw distance
both 12000 for screenshots
and Object VD, and Terrain VD?
in settings i have Overall visibility 12000 object 12000 and shadow 200 with everything on ultra
the heli should be visible then
i'm not sure
1200² + 2000² = 5 440 000
sqrt 5 440 000 = ~2332.38
2333 < 12000
it should 😄
is there a way i can directly contact you? So i can send you screenshots of what i mean?
sure, you can dm me
for future reference, you can also post links to pictures you want to show here
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.
that possibly affects the pilots too
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
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)
o.O they always followe for me/TL in the order they are in team position and depending on formation set
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
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.
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
- place a move waypoint for the AI on where the AI has to wait, and then the rest of the waypoints.
- create a trigger which is triggered by players
- 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
Thanks! I'll try it
How do i change the radius of a hold action?
re: https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd ? see the example 'condition' section if that is what you referring to
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
i was making a task to heal a player and a guide https://steamcommunity.com/app/107410/discussions/0/1694923613857735789/?ctp=2
used hold actions
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
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
what is firsttask ?
i assigned the variable name of the task (which needs to be completed for the trigger condition) to be firsttask
can i dm you a photo
so yes, this is a module, not the task itself. you would have to use another module to complete this task
the task is completed when a player enters a different trigger
then this trigger should have it's condition be satisfied
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
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
…what
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?
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?
you should be able to do that with several triggers:
- Trigger which checks if objective is complete
- Trigger which has a timeout before triggering
- Trigger which checks if 1 is not done and 2 is triggered
- connect trigger 3 to the first move waypoint of the friendly forces (AI) to make them wait till activated
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
@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.
@dim kindle There are mods that add more animations
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?
mods but no mods except ace that change mechanics a lot
mods but no mods
wha?
try in vanilla plz
so how do i set conditions in triggers?
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
might yep
so how do triggers work and what do they understand?
sorry… wha again?
what dont you understand?
the
what do they understand
part
you "trigger" an event
@dim kindle here is some Trigger documentation, this explains their behaviour
https://community.bistudio.com/wiki/2D_Editor:_Triggers
not much difference between 2D & 3D
but for like the "condition" tab, what does the game understand and not?
code: SQF code
there we go
see https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
the code has to return a boolean value: true or false
thank you
for further explanation, the #arma3_scripting channel's door is open 😉
if i walk in there, i'll fall into a pit of confusion that i wont be able to leave without learning it all 😂
we try to keep our members in a somewhat working state condition :p
Hey peeps whats the right way to add a briefing again?
ooooh the bad fox
see https://community.bistudio.com/wiki/Arma_3_Briefing 🙂
Thanks
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?
Make sure you synced the correct waypoint
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
Exactly
The localisation is misleading
It's not waypoint activation but rather waypoint completion
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
*magic*
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
try using a 50 alpha it gets dark cuz of its own making... @woeful raptor
👍 ...I'll give it a whirl
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?
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
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 😄
@jade bay hopefully, the wiki is here to the rescue!
https://community.bistudio.com/wiki/SafeZone
@jade bay define what you want then :p
safe/no damage zone I believe
¯_(ツ)_/¯
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?
you can create a Scripted Waypoint, but nothing like in the "usual" command menu. you can create a custom command menu though!
@warped flame see https://community.bistudio.com/wiki/Arma_3_Communication_Menu
Ok, thanks.
Is there any way to change the callsign of a support provider?
What have you tried so far?
Is there a way to hide the grid in VR?
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
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.
3den Enhanced mod has that @random owl
Thanks
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.
@reef moss
Do you have subtitles enabled in the options?
https://i.imgur.com/XsqN5yX.png
The subtitle will only show if the first option Subtitles is enabled.
Oh ok maybe I turned that off recently, I'll have to check, thank you
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?
they won't move by themselves unless attacked or grouped.
either ungroup all of them (myeah) or use doStop to stop them @warped flame
@prisma oyster Thank you very much. I really appreciate that you help me time and again.
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...
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.
Has anyone ever had an issue where a building would spawn itself into itself like 3 or 4 times?
without any context, like that? no…
… k?
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.
@fervent pivot yes, see addWeaponWithAttachmentsCargo(Global)
thank you very much
Follow up: is that code used in the Init: box for the actual crate I'm going to use?
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)
Btw Lou whats the technical reason that global stuff shouldnt be done in init fields in MP?
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?
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
@fervent pivot initServer.sqf for example
See the red box in https://community.bistudio.com/wiki/Multiplayer_Scripting#Join_In_Progress @broken inlet (just re-states what I wrote here (because I wrote this box))
this page*, even
Huh interesting, thanks for sharing that
is the initserver.sqf a text file or is it editable in the editor?
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)
Guise, does anybody remembers that one script to spawn Livionia objects (Radar electronics) that are not available in Editor by default?
@dim kindle either create3DENEntity
or createSimpleObject I guess
Yea, but I was looking for classnames. Actually found the script: https://pastebin.com/Lwfs4V2T
oh yeah, used that exact script to spawn apex trees
do you know a way to rotate stuff aswell with that?
not to sound like a smartass, but setDir?
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
the "_obj" you set can be used just under the createSimpleObject line yes
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
its not gonna be a player so i assume just replace player with the character?
Is it just gonna be that character in the area or are there gonna be other characters of the same faction in the area?
its a extraction mission so its only gonna be 1 until the players find the character and get them out of there
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
alright, no need for fancy code right?
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
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
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 :)
I found these mods that help with AI skill levels, they are the Ares mod and 3den Enhanced. It adds some useful features that can change AI skill levels. There is a variable in there called spot distance which affects the AIs ability to spot players in visible or audible range.
https://steamcommunity.com/sharedfiles/filedetails/?id=623475643&searchtext=3den
https://steamcommunity.com/sharedfiles/filedetails/?id=421908020&searchtext=Ares
awesome! thanks dude
I am curious if there is a way to lock vehicles from the enemy AI but the players can still enter them?
AI won't get in vehicles by themselves
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
i've seen it before but can't remember if it was modded or just a game mode.
with some creativity you might be able to use this command
https://community.bistudio.com/wiki/allowGetIn
@wise carbon
thanks
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
How can I change the AI groups so there is only one (Alpha 1-2 to Alpha 1-1 etc.)
delete the others 😄
either make one gigagroup, or delete them
you cannot name them all Alpha 1-1
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
oh
you can link all the units you want with Ctrl+click
ahhhh, thanks
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?
@dim kindle just asking, but isn't your officer setCaptive?
my officer is surrendered and handcuffed via ace but this had no problem on it earlier, when it worked
humor me and type side officer (or whatever your officer is named) in the debug console please
how do i get that up
…ok, well I assume that your officer is setCaptive, and therefore the unit is not counted as BLUFOR, but as civilian
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
¯_(ツ)_/¯
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
if magic is involved, I'm out!
i changed it to "civilian not present" and wooptie doo, nothing changed :/
then something else is the issue - something that you changed between the working and the non-working state
i replaced everything, the helicopters, their move orders, the trigger, the officer
good luck! I'm out to bed ☁️
i now even changed it to "OPFOR not present" cuz the officer has 1 guard and.. still doesnt workkkkkk
that's a hint that your waypoint/trigger combination is wrong, nothing else
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
and is your trigger set to "switch" (or idk what it is called) mode?
sorry?
nvm, I am not sure about Eden Editor.
you're more sure than me, thats for sure
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.
How would I create a task that is competed when all enemies have been killed in an area.
@quiet spindle ALiVE mod + http://alivemod.com/wiki/index.php/Insurgency
should do the trick
@last aurora I'll give it a go, cheers mate
i'll have a look, thanks
is there a way to remove parachute animation when spawning players high in the sky?
they must be forced with switchMove
so, noticed apex has a cutscene at the beginning
any clue how they're applied?
the PC video? yes, it's a full screen video
@wise carbon use Eos, it's the system that insurgency uses, a quick Google will throw it up :)
thanks, i'll read more into it
is it any way to display an image (.png or .paa) ona hintC message?!
Anyone know how to make AI doing animation?
@dim kindle yes, see the wiki page
@DickFart#0116 see playMove/switchMove on the wiki 😉
dafuq 😅
Is it possible to enable player control when using camera?
can anyone confirm or deny if unitcapture/unitplay works with planes?
im having issues with unitplay when it comes to a plane
what kind of issues?
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
it works with airplanes; the issue might be somewhere else.
@willow kestrel let's head towards #arma3_scripting
how would I add a sensor display to a infantry unit?
without having to create a new config
no can do afaik
so i would have to make a subclass config of a infantry unit to give it a sensor display?
that, I don't know. you should ask #arma3_config I believe
kk
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"
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.
no issue while loading, here
Validation gave me two files incorrect, trying again now
Still unable to play after a validation, still no errors
Still cant open the mission.... Any chance someone could take quick look at my RTP and see if anything stands out? https://pastebin.com/yw6Nyfcs
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?
can't tell much more actually. try loading modless missions maybe?
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
@bleak pagoda DM me the mission.sqm please
Yup.... I can load vanilla missions, Must be mod related....
Any idea what mod "rhs_c_bkm_t" is from?
right on
would be a whole lot easier if it was a missing mod xD
Would having an extra mod loaded cause issues?
should not, no
darn....
i want to test myself, but I have to troubleshoot other stuff, not sure if I can make today
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 🙂
i can see your modpack from the entries in the sqm
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'.
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.
@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!
@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
@bleak pagoda that's a paddlin' 👀 😄
Hello. Do you know how to add malaria to an AI ?
pending documentation, not yet
Oh! OK, thanks
Spawn some mosquito which carry malaria 🤣🤣🤣
Hi everybody, do you know if it exists any mod that let you spawn units with custom loadout and it works with triggers?!
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"?
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.
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
have you tried createVehicle?
How would I use that for a building though?
the same as any other vehicle, no difference
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
Google createVehicle, first link 😄
the wiki is here to help
for the rest, there is Mast #arma3_scripting 😉
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 😦
…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
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...
we call that *armagic* around here
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
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?
@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.
@worldly coral I tried that first! For whatever reason tho it would remove them with an error once I launched the game again
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?
you could limit it to persons in your squad(.xml)/unit(A3 units)
@prisma oyster Can I update this without editing the mission files?
yes, you simply update your squad.xml or add someone in your Arma 3 Units (but this one seems to have issues these days)
Is the squad.xml not located within the mission files though? This mission im creating is persistant
the squad.xml is external to the game and people have to declare it in their in-game profile
Ah right, I think i remember this from A2 thinking about it
Hello. Is it possible to display an image or logo overlay in games ?
yes
How can I do it? do you have a link so i can do a search.
how do you want to display it? on-screen over gaming, in briefing, on loading…?
a transparent image with the name of the mission after the loading screen
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.
what is the issue?
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
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]
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"] **
{_x setVehicleLock "Locked"} ForEach [lock1, Lock2] assuming lock1 and lock2 are variable names of the vehicles
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
Leave my alone 
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.
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
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
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.
well you could use the debug console with set set and get@denEntityAttribute commands
I honestly forgot we had access to debug in the editor. Yikes.
I'm so much better just staring at code 😆
Anyone know what I need to put an the init line to make an object pickup-able
define "pickup-able" @jade rock
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?
for now, just pick it up
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
okay, so I how use the addaction modifier
so i just put object addaction in the init?
The wiki pages have scripting examples
Sounds like a mod
Is there any way to drag and drop units into vehicles without them joining the vehi squad? Other than using this movetocargo
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?
yes
Thank you!
hey @plain gale , I believe the EDEN editor's "edit loadout" option is currently broken... https://feedback.bistudio.com/T150415
do you know anything about that bug?
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
createSoundSource @umbral fractal
that, or you can use myVehicle say "mySound" directly
@prisma oyster can you use .ogg files for sound sources?
yes
so how would i create the array for that ?
@undone vessel No clue. Hearing that for the first time.
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
@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?
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
got mods?
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
try making one without any mods loaded
^ Do you have this bug (no roles at role selection) with NO mods loaded?
I’ll give it a go
Anyone know how I can make a good insurgency mission using the Old Man Modules?
Is it possible to have the time displayed at the mission start like in some story missions below the mission name?
@warped flame https://community.bistudio.com/wiki/BIS_fnc_typeText Also check "see also"
@plain gale Thank you very much.
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
glad we helped 😄
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?
Any ideas?
Frustrating
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
crash into eachother such as?
like when i putted up a car they tend to crash into friendly ai
ah well, that's AI driving for you
what kind of moves are you trying to make them do?
How do I set a ticket amount in the editor?
Respawn tickets?
Yes
Either with a module, or in the respawn settings (Settings -> Multiplayer)
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
https://community.bistudio.com/wiki/BIS_fnc_respawnTickets is the scripted way, and I believe there's a module which allows you to set this in the editor
Okay so I used the module, but Im not sure if its working. How would I see remaining tickets?
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)
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
make sure the "GET IN" waypoint is "locked" onto the vehicle?
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
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
doesn't it do it automatically…?
No
Using ACRE, is there anyway I can place an Immobile Radio on a table that can still be used if youre standing by it?
@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.
I will try that thanks
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?
@primal wave This did not work
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
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
ahhhhh