#arma3_editor

1 messages ยท Page 36 of 1

rotund comet
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so i change the "header" of the file

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via text inside.

broken inlet
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ConfusedDog No the editor has a merge option

rotund comet
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ah

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thx!
epic

jade rock
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How do I create a new paragraph in the Diary Record Modules

hard veldt
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Hello, i have a little question. Is it posible to change the attitude between NATO/CSAT and AAF (friendly or not) with trigger ?

young matrix
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Yes. It's setSideRelations I believe, or something very similar. Back in a sec with a wiki link.

strong marsh
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can someone help me pleaseee

young matrix
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@hard veldt

strong marsh
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@young matrix

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Can you help me

hard veldt
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okey thx @young matrix

young matrix
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@strong marsh I do not have/know the answer to your predicament.

prisma oyster
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@strong marsh don't crosspost ๐Ÿ‘€ #rules

strong marsh
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ok

wild hare
hidden quest
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Is it possible to make a campaign that has like a base HQ that you return to and can store gear throughout like the vanilla one?

hidden quest
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Ty

strong spade
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Can you place the major terminal from Altis in the editor? I am struggling to find it

strong spade
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Nm appears you cant place it vanilla but 3den enhanced has it

plain gale
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Wasn't added by my mod.

plucky raven
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How do i make it so when something like a bomb goes off reinforcements from a town over come to the place that is under attack?

prisma oyster
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you could place a trigger "guarded by"
and have reinforcements with a waypoint "guard"

they should come when the place is attacked

plucky raven
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Oh okay nice

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So how do i get they other force to respond

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Because i don't want the whole base to leave and go and help?

prisma oyster
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only add the waypoint to the units that will leave

plucky raven
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I've now just unlocked a pandoras box with learning how to use waypoints and triggers thanks

blissful abyss
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anyone have issues with the SAM and RADAR setup, I have three SAMs - S-750s and a cronus radar, all are linked and the SAMs pickup the helo I placed, helo is droping flares so the lock is there, just the SAMs won't fire

prisma oyster
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@blissful abyss didn't you already post that ๐Ÿ‘€

blissful abyss
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Thought it may have been in the wrong channel so removed it and posted here....

prisma oyster
blissful abyss
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no probs ๐Ÿ™‚

prisma oyster
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any mods?

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@blissful abyss

blissful abyss
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No, I ran with all mods + DLC unloaded. I will try and set it up where the aircraft/helo move into range instead of just spawn in range. See if that makes a difference

jade rock
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How do I add the ACRE 117 radio to a unit?

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Also, Im having a lot of trouble even equiping the 117 from a box. It appears i need a backpack to put it in, but i thought it was a backpack in and of itself.

hard veldt
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hello, I have a small problem. I want to make a trigger that activates with a presence of BLUFOR (tg4) but only after another trigger (tg3_1) has been activated (I know it's very simple but I can't do it)

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That is in my condition trigger (tg4) : triggerActivated tg3_1

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but the trigger tg4 activates when tg3_1 is activate

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could someone help me please

prisma oyster
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use this && triggerActivated tg3_1 @hard veldt

hard veldt
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it works, thanks :)

jade rock
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I want to create an intro text on my mission and am using this script as given to me by a video I watched. The video typed it into a textfile, but where do I actually put the text in the editor? I tried mission init in Eden but that just gave me an error

prisma oyster
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you can create an init.sqf file at the root of your mission

jade rock
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How do I create an sqf file? when I save it as "init.sqf" it just stays as a text document

prisma oyster
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save as โ†’ "init.sqf" with the quotes

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or "show files extension" in Windows so you can see the ".txt" or ".sqf"

jade rock
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success

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Hmm the intro didnt work, this is what Im using any errors that I made? I followed the guidelines set in the video
any= ["Operation God's Fury",
"Lingor Province, Nigeria]
spawn BIS_fnc_infotext;

prisma oyster
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maybe add a waitUntil { time > 0}; or sleep 0.01; to make sure the mission is started

jade rock
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where would I add that in

prisma oyster
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the line before

hidden quest
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What waypoints work best if I want paratroopers to jump out of an orca

prisma oyster
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waypoints won't work, you will have to script this @hidden quest

hidden quest
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Really? Swear I've done it before

jade rock
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that didnt work either

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I get an error message while the map is loading

prisma oyster
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which one?

jade rock
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im not sure, its small text and the game loads too fast to read it. freaking SSD ๐Ÿ˜ฆ haha

prisma oyster
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the error is timed, PC speed doesn't matter here

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waitUntil { player == player }; // for MP
sleep 0.01;
["Operation God's Fury",
"Lingor Province, Nigeria"]
spawn BIS_fnc_infotext;
```yeah, you forgot a closing quote `"` after `Nigeria`
jade rock
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copy and pasted that and no dice

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heres the error

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oh wait I cant post a screenshop here

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success, but it also causes a complication with ACE survival so that the menus for status dont come back up

hidden quest
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What's a simple paradrop script for a group to jump out of a helo

hazy hazel
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My player slots look like they are IA on server joining, any solution?

vestal perch
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get players in them

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or disable ai in the lobby

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also. its AI

hazy hazel
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Im having this erros on rtp

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Missing 'description.ext::Header::minPlayer'

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"extDB3: Error with Database Connection"

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and extdb3 log [Thread 5732] extDB3: Config Error: : No such node (.IP) @vestal perch

vestal perch
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I got no idea about extb stuff

eager hull
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anyone has any idea why my mission became dependant on 3den enhanced
without it loaded trigger connected waypoints don't seem to work as intended

hidden quest
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Can you put custom loadout you made on the editors unit selection roster?

fervent ledge
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so ive started to get into making missions for my unit, is there a way i can disable ai making there own waypoints when there sitting there

prisma oyster
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they don't create their own waypoints;
do you maybe want to prevent their movement at all?

fervent ledge
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yh, i dont want them to move unless in zues i tell them too

prisma oyster
fervent ledge
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i guess i put these commands in the init section?

fervent ledge
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i cant seem to get any of these to work

fervent ledge
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so if i put a command in init, the same as exacuting it in game zues?

pseudo talon
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Yo guys

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I recently made a flying ship in arma 3 editor

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I made a composition out of it

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and was excited to try it out on my map

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but the altitude button didnt work with the composition

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and the ship is completely broken on the ground

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is there anyway I can paste a composition with altitude?

pseudo talon
hidden quest
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When I tell an armed blackfish to loiter at a position it will circle it with the guns facing the wrong direction

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Anyway to change the direction it goes, can I give them more specific loiter orders like drones?

prisma oyster
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do you use a waypoint @hidden quest ?

hidden quest
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Yes @prisma oyster

prisma oyster
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@hidden quest double-click on it ;-)

sick pollen
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i have a walk cycle set up that breaks away from the cycle with a daytime trigger and the units are told to Get In a taru pod but i cant getthem to GetOut the taru pod because it never moves to a new destination and that the units have no group leader. How can i tell them to get out of the taru pod?

sick pollen
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i tried another daytime trigger thats connected to the Get Out waypoint, but thats not working and i also tried a timer on the the Get In waypoint. bth dont work

hallow osprey
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set a condition for the GetIn waypoint, set this condition to true with trigger or whatever you need

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so getin has condition instead of "true" now something like getthehelloutofthatpod and another trigger has getthehelloutofthatpod=true; for onActivation

sick pollen
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my getin condition is true

hallow osprey
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try setup with the trigger set to activate on radio alpha, press 0-0-1 and see if it works, then change condition of trigger later to what you need

sick pollen
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thanks ill give it a go

hallow osprey
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whoops, of course. Changed it above

sick pollen
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so its pssible to have them walk a cycle break away and then rejoin the original cycle ?

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i want to create a dinner break a sleep break and maybe piss breaks

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but they need to go back to the cycle after

prisma oyster
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if you break the cycle to a next waypoint, you can add a last cycle waypoint near another waypoint of their patrol

sick pollen
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nice thats what i want

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just need them to getout the vehicle lol

prisma oyster
dim kindle
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just suprised me is drove past a camp with armed civs next thing i know there lighting me up XD

prisma oyster
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Who armed the civs ๐Ÿ‘€

dim kindle
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will renegade civs shoot each other

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or any way to team up renegades

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other than switching sides

prisma oyster
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check the link I provided

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renegades are sideEnemy, and they are not friendly to anyone, even themselves (except sideFriendly)*

dim kindle
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hmmm interesting, i now forsee entire Settlements turning hostile XD

prisma oyster
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everyone against each other yes

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just addRating -2001 to everyone and it's a massacre

solid merlin
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Going to put something in here I asked on the forums as I'm on a roll with building my unit and don't wanna get stalled by this;


 

Using the target I've experienced myself using them is like this: Approach shooting position, and claim the target as yours by interacting with a scripted object next to you. You then fire 12~ rounds, and the system will announce your score in chat once you interact with the aforementioned object.

 

Apologies for the bad explanation but I'm quite lost with it here.

TL;DR - How do I make an accuracy scoring target that gives the player a score for their shooting.

Thanks in advance for any assistance.```
It'd be great if anyone could shed some light on this, as I'm quite new to the scripting side of things in mission making.
robust dove
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How do i make a mission file but where the respawn is disabled unless the zeus puts down the respawn moduale?

last aurora
hushed basin
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HI everyone quick question, I know about the !alive variable when using triggers. Is there any variable that does the exact opposite: Kills the trigger after the thing it is synced to gets destroyed or dies

rain garnet
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So im trying to get crates full of explosives to cook off after being exploded, but they keep fading through the ground when destroyed. any suggestions?

prisma oyster
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@rain garnet a killed EH to disable its simulation?

robust dove
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Can someone with experience help me with making mission files? i will pay

sinful zenith
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You go in editor

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then export for multiplayer

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using the menu from top left

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I'll await the money now thanks

robust dove
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no

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a. i asked earlier, i want it so there is no repsawn unless a zeus puts one down
b. I want to change the name of roles

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then

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i can pay

broken inlet
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I want to change the name of roles
Do you mean the slots in the role selection screen?

robust dove
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yeah

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class CfgRoles
 {
      class ROLE1
      {
           displayName = "Operator";
      };
 };
broken inlet
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If so iirc you can rename those by doubleclicking on the unit that the slot refers to and then changing their callsign? I'd have to check now

robust dove
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what about the repsawns

broken inlet
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mmh

sinful zenith
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a. i asked earlier, i want it so there is no repsawn unless a zeus puts one down
then do that, but you didn't say that when saying you'll pay :D
b. I want to change the name of roles
You have CBA?

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Pi thats CBA

broken inlet
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Oh it is?

fading goblet
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CBA allows you to set unit name@group name, which will then be changed in the lobby. At this time no other methods exists.

broken inlet
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Okay I just looked, and cant you change the role name using the "Role Description" field?

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Or am I misunderstanding what the question was

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And this is tested with Vanilla Arma

broken inlet
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heh I opened up one of the standard Zeus Missions in the editor and had to import it into 3den first before I could look at it, I dont think these have been looked at for a while

robust dove
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i dotn understand

broken inlet
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Dont worry about it

weary crystal
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there is a way to make AI lease on a place without scripting?3

broken inlet
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ConfusedDog what

weary crystal
#

i want that a AI unit point laser on a place

broken inlet
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Not sure if thats possible without scripting

weary crystal
#

i see...

prisma oyster
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it was possible in OFP, not in A3 now

weary crystal
#

ohh ok

prisma oyster
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(without script I mean)

weary crystal
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yea

robust dove
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so how do u set it so there i no repsawn unless the zeus puts one down?

past sun
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@robust dove
I personally have never done that and not sure if it is possible in editor but iirc the settings are:

respawn = "BASE";
respawnTemplates[] = {"MenuInventory","MenuPosition"};

https://community.bistudio.com/wiki/Arma_3_Respawn for more information

robust dove
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where?

past sun
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description.ext

robust dove
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how to pack my mission.sqf and description.ext into a pbo

fading goblet
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save mission unpacked, go to the mission files (C:\Users\<Your Name>\Documents\Arma 3 - Other Profiles\<Profile Name>\mpmissions\<Mission Name>.<Terrain>), add/modify description.ext, load the mission again in 3den and save packed as PBO

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However, you must add a Zeus slot to be able to do that, not a regular player/unit with Zeus permissions. Otherwise you won't be able to get in-game and place the respawn location as Zeus.

robust dove
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How do i change the name of the jobs aswell?

dim kindle
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Face palm You really need to adjust skill sliders when making a mission i just watched an ai spetznas auto rifleman fire full auto at a prone enemy 10 feet away and he missed every damn shot face palm Arma AI putting the special in special forces

prisma oyster
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0.5 by default ยฏ_(ใƒ„)_/ยฏ

dim kindle
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0.5 might be fine for rebel scum but missing at 10 feet XD

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just made me chuckle

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though it feels right to bump up squad ai to full skill, you ask your marksmen to take out an enemy standing still 300 meters away and he does it in one shot

broken inlet
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How do i change the name of the jobs aswell?
@robust dove Check if you have a field called "Role Description" when you open the attribute menu of the playable unit

woeful raptor
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Camera view, export coordinates (ctrl-X)......where are those co-ord's stored,.....and can I export more than one so I don't have to go back and forth in the Editor?

past sun
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@dim kindle Don't forget that the result skill is a combination of editor settings + player's difficulty settings.

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If your settings are at easy , 0.5 may not affect much, but if you try veteran, it will be more dangerous.

dim kindle
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hmmm true, then again if you mess with accuracy your bound to break somthing in arma i tried to do the infantry shocase with skill and accuracy set to like 90% pffff my whole squad was dead in the first fire fight

past sun
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Just keep that in mind :)

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As not all the settings are as you set, but is also choice of the player that will play your mission

dim kindle
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huh... interesting

robust dove
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@past sun @fading goblet When i am making the scenario in the Attributes > Mulitplayer > Respawn . What do i set that to; like disabled or like what?

past sun
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Respawn will be Custom Position.
Rulesets will be 'Select respawn loadout' , 'Select Respawn Position' (optionally, 'show respawn counter' too)

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If you do these, disregard the description.ext modifications I told before, as these will overwrite them.

sinful relic
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Hey is there a way to spawn one player per random empty marker?

robust dove
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For somereason i load in to the server with the mission, and my screen just stared flashing on the map thing.

robust dove
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This is my vid showing everything

fading goblet
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  1. Your description.ext is actually a TXT file, so it won't be used at all (hence the error that it can't find the loadouts.
  2. Which errors do you get in the RPT file? Because this should already give a good indication of what is wrong.
robust dove
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a bunch of Error: Bne

fading goblet
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to dump rpt file please use pastebin.com, instead of spamming in chat

robust dove
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sorry

fading goblet
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ok, so if you fix (1) description.ext.txt > description.ext it should at least be able to load into the Respawn Menu without errors.

robust dove
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good?

fading goblet
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that should work (pro-tip: enable file extension in Explorer)

robust dove
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thanks

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let me give this a try

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nope

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frgot that

fading goblet
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that happens when loading from the editor once in a while...

robust dove
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Nice!

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it works

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thank you so much, i have been trying for like 5 days now

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OMG

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THANK YOU!!!!!!!!!!!!!!!!!!!!

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honestly

broken inlet
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Did you check the thing with the role description?

fading goblet
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like I said; make sure you have file extensions enabled in Explorer, that will prevent so much issues when developing ๐Ÿ˜‰

light osprey
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how would I update the removing of terrian objects in the eden editor like buildings / trees?

vestal perch
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update?

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if you mean like make it permanent edit on the map, you cant

prisma oyster
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no, I believe "editing the radius on the fly", and I believe it is not possible

willow gorge
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there's an option in Eden to hide terrain objects if that's what you're referring to

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it's per object though

light osprey
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how would I see changes made to the map. _markername="marker_0"; _terrainobjects=nearestTerrainObjects [(getMarkerPos _markername),[],(getmarkersize _markername)select 0]; {hideObjectGlobal _x} foreach _terrainobjects; Im using this and putting it into a game logic with a marker to remove trees on a map but is there any way to see this in the eden editor so I could put things in buildings without all opf the trees being in the way?

hushed basin
#

Hi had a question. If I wanted to link TFAR from my mission to TS I used to just add the TFAR module. but I can;t seem to find the module anymore. Does anyone know what the problem is? Or if I'm missing something? Thanks in advance

last aurora
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TFAR does't have any modules anymore. it was all moved to CBA settings

hushed basin
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So I can find it under CBA now?

dim kindle
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ye

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attributes > addon options

desert plume
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How do i disable staminer or wheight on mp as i have made my self a custom warlords and wheight and stamina are getting annoying

past sun
wide moss
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I'm having trouble grasping remoteExec how would I make it to where this addAction I created in a units init would would work on multiplayer.

this addaction ["Collect Intel",{Trigger_Con1 = true; dmra1 removeAction (_this select 2);},nil,-10,true,false,"","",3,false];

desert plume
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@past sun the first one when you die it resets

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But ty

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The others ill look at an try

past sun
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@desert plume Write an onPlayerRespawn.sqf and use it in it.

desert plume
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Where do i write dat

past sun
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Where description.ext, mission.sqm etc. are

desert plume
#

In files right?

past sun
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yeah.

desert plume
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Kk

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Ty

past sun
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@wide moss <code> remoteExec ["call", 0, true];
<code> is what u wrote in here.
0 stands for all players.
true means it will support JIP(Join In Progress, for players who join later).

wide moss
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ah i see

past sun
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dont forget to wrap <code> with { } though

wide moss
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yes

past sun
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It should work, Im not sure tho, it has been a while for me with it.

wide moss
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Also for a custom texture on an objects init, say a computer monitor. Would this script execute to all players in my server or should I use remoteExec with this line too?

this setObjectTextureGlobal [0, "textures\texture.paa"];

past sun
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global stands for execution for everyone, so u dont need remoteExec.

wide moss
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thats what i thought thanks

past sun
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btw, that previous code, the 'this' at beginning may cause an issue, I dont really know how editor behaves with it. you might wanna give a variable name then use it instead just in case.

wide moss
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ok i'll set that to that units variable name just to be safe

solid merlin
#

How would I disable the crosshair on a multiplayer server?

wide moss
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are you saying for your server or any server you join?

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@solid merlin cause you can find the crosshair under your servers game options and difficulty, when you first open the server up

solid merlin
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My server

wide moss
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that should lock the difficulty for every player who joins your server.

solid merlin
#

Okay, cheers

sinful relic
#

Hey is there a way to spawn one player per random empty marker?

wet drum
#

@light osprey yes bud, inside the modules, there is a 'Hide Terrain' Module, simply drag it into position, and tick/untick what you want and don't want to be seen (note bene: there is also a 'edit terrain' module, this other module one is mainly for building edits, e.g different building damage states, open/closed/locked doors)

wide moss
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So in a scenario I'm creating, I'm giving the ability for players to find lost (ungrouped) units whom they can add into their own group, and dismiss them when ever they please. I'm using an addAction script in the "lost" units init

Example:

this addaction ["Recruit To Cause", { [unitname] join player; }];
this addaction ["Dismiss", { [unitname] join grpNull; }];

How would I remove these actions if/after the AI unit has been killed? My player base keeps getting distracted by the ability, or faux ability rather, to add/remove units to their group when the unit is dead lol.

prisma oyster
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you could use the addAction "condition" parameter with the "alive" command

wide moss
#

so like this?

this addaction ["blahblah", {alive= "true", [unitname] join player;}];

prisma oyster
#

nooope nope nope nope. let me show you the wiki page

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so it would be more ```sqf
this addaction [
"Recruit To Cause", // title
{ [_this select 0] join (_this select 1); }, // script
nil, // arguments
1.5, // priority
true, // showWindow
true, // hideOnUse
"", // shortcut
"alive _target", // โ† condition
3 // max distance for the action to display
];

wide moss
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I keep forgetting the order of all of this. Yeah makes sense after reading the wiki, but it certainly helps to read it from another angle, thanks much!

prisma oyster
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note that I set 3m as the max distance to recruit someone, but you can change this argument or remove it totally if you prefer

wide moss
#

I see, yeah the default 50m seemed a bit op

wide moss
#

Do you think this would work globally as is on a server? or should I wrap it in something like this

{>script<} remoteExec ["call", 0, true];

prisma oyster
#

"what" would work globally?

wide moss
#

the unit joining/leaving the players group with that addaction

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and I suppose the condition as well

wide moss
#

I'm basically asking if this would be worth while or redundant to put inside of remoteExect for my server.

> {
> inf1 addaction [
>   "Recruit To Cause",
>   { [inf1] join Player; },
> nil,
> 1.5,
> true,
> true,
> "",
> "alive Inf1",
> 3
> ]; 
>
> inf1 addaction [
>   "Dismiss",
>   { [inf1] join GrpNull; },
> nil,
> 1.5,
> true,
> true,
> "",
> "alive Inf1",
> 3
> ]; 
> 
> } RemoteExec [
> "call",
> 0,
> true
>];
> ```
prisma oyster
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no need, as join is global arguments/global effect @wide moss

wide moss
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Is the addAction condition param global though?

#

nvm dumb question I understand now

hushed basin
#

Is there any way, to create an arsenal that only has: helmets, backpacks and outfits

#

?

last aurora
#

yes

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i think ace arsenal can do that

#

this might help also

wide moss
#

@hushed basin Find any container in 3den IE an ammo box, go to "Equipment storage", select virtual, click on backpacks or helmets, press the infinite button on the right or right arrow on the items you want in that virtual arsenal.

hushed basin
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I know how that one works, but it would take ages to select all the helemts, all the backpacks and all of the outfits

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especially with mods

wide moss
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It goes by pretty nicely if you use the arrow keys

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you can hold them down

hushed basin
#

what do you mean?

wide moss
#

so to make the infinite symbol appear you can press right on your keyboard, and then press down and it selects every item your arrow key right on as it goes down

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you can hold the keys down I just selected all vanilla/dlc plus all of rhs and ravage backpacks in less than a minute

hushed basin
#

you're right I got it, thanks a bunch man

light osprey
#

@wet drum thank you

dim kindle
#

hello, this might sound strange but im trying to make some ai soldiers commit a warcrime by shooting civilians but they dont want to shoot due to them being civilians, is there a way to loop around this, like make them switch to the enemy side?

prisma oyster
#

Yes, see the "Side relations" article on the wiki

dim kindle
#

so how do i use "_civilian addRating -10000;"?

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actually nvm

#

warcrime has sucessfully been commited! thanks Lou

woeful raptor
#

I thought I had read somewhere a long time ago that you could add a waypoint between 2 existing I can seem to find anything

#

Editor/help/tutorials show nothing that way

prisma oyster
#

yes you can
place waypoint 1
place waypoint 2
place waypoint 3
edit waypoint 3, set "position: 2" โ†’ 1 "3" 2

woeful raptor
#

hmm ๐Ÿ‘Š

prisma oyster
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@woeful raptor works?

woeful raptor
#

hmm, tried it but I need to keep all the jjumble in my head straight. To much other stuff in th eway so I'll make a compositon and work it in the Editor by itself

#

it's a group of huey doing a 4 unit flyby via trigger but I want one to get blown up as it makes way up the river

#

It couldn't be just a simple hold shift/alt or something to pop a new one inbetween ?

#

lol

#

It just takes us oldtimers a little longer to that aha, I see moment

#

so just to confirm, flyinhieght is 20ASL?

#

no less?

prisma oyster
#

although I always thought the default flying altitude was 50m ๐Ÿค” (at least in OFP times)

woeful raptor
#

I tried at 21....works great trying to get them to fly as close to the water as I can

#

can I "onactivation" enter some sort of self destruct for one of the choppers?

#

at a given WP

prisma oyster
#

setDamage? sure

woeful raptor
#

k

#

if set damage is used will Arma default an xplosion?

#

or do I have to attach that

prisma oyster
#

natural ka-boom

past sun
prisma oyster
#

^

woeful raptor
#

@past sun good to know, maybe 20m (60') is low enough.

prisma oyster
#

you could also record your flight and play it (BIS_fnc_unitPlay)

woeful raptor
#

flyinheight test appears that default for choppers seems to be around 30 +/- m

#

Can you confirm that this

#

_helicopter flyInHeight 10;

#

goes in the trigger for each chopper

#

tried it at 10m

#

looks like about 100 feet from the river

#

asl

#

I suppose I could use one trigger for all three choppers

#

bbl

#

dinner

wispy ridge
#

Has anyone managed to get far with dynamic airports? So far I can place and orientate it how i like, I just can't seem to be able to work out how to make the AI aware they can take off from it.
I can make them "landAt _dynamicAirport1" for example. But if a player requests the AI take off, they start moving to the nearest runway that was configured in the terrain.
At the moment, I feel like the solution to my problem is to edit the terrarin PBO and add more airfields to the map base map.

vestal perch
#

editing a terrain pbo is not really a valid option

#

you could perhaps make a config patch mod that creates a alternate class for the terrain that adds more airfields

#

but altering other peoples work is a nono

wispy ridge
#

^thats what i meant.

#

I worked up a CfgPatch file which I have yet to test but hopefully it will add secondary airfields to the map in the locations where the textures are already there.

dim kindle
#

Do you know why when I playtest mission on local server I can see player slots ( i can see playerslots), but I cannot see them on dedicated server ( i cannot see playerslots)?

left jolt
#

Can someone help me make custom group names for the lobby in eden editor?

#

Like it always seems to show Alpha 1-1, etc.

#

Even if I change the group callsign

sinful zenith
#

You need CBA mod for that

left jolt
#

I have it, im just not the most well versed..

#

How would I use that to do so?

sinful zenith
#

Just linked you

left jolt
#

Oh wow, you're on it. Thank you!!

wispy ridge
#

you could perhaps make a config patch mod that creates a alternate class for the terrain that adds more airfields
@vestal perch

#

First time making a Cfgpatch. Am i modding to the existing secodnary airfields or am I changing existing airfields?

prisma oyster
vestal perch
#

I got Fallout 4 to keep me busy so cant really sort you out with that. Basics are in the WIKI

sinful zenith
#

leave the institute alone ๐Ÿ˜ข

sly shale
#

Hello everyone. Sorry if the channel is wrong. I just found this discord server and want to ask a question about creating missions:
Has anyone tried new OldMan systems? I can not find any documentation. Also, I tried to figure it out myself, but did not succeed.

prisma oyster
#

documentation is pending, but @plush sapphire found a line to add to description.ext, enabling some if not all of the modules properly

plush sapphire
#

hides

prisma oyster
#

grabs him from behind the couch

plush sapphire
#

HAH! I have no couch

prisma oyster
#

oh shโ€” that was a raccoon! ouch ouch let GO of me!!1

dim kindle
#

the hell..

broken inlet
#

just let them do their thing, then they wont bite anyone heh

last aurora
#

regular all day banter... no worries ๐Ÿ˜„

glad zenith
#

hey is their a way i can delete defualt trrain objects

fading goblet
#

@glad zenith there should be a module in 3den to remove objects from the terrain (otherwise it's in 3den Enhanced). However be aware that adding new objects at those places will be buggy

glad zenith
#

YEAH BUT what to do after that

#

any code or stuff?

small patrol
#

No

prisma oyster
#

@dim kindle you may have mods enabled, because this is not the default Editor behaviour.

wispy ridge
#

hey is their a way i can delete defualt trrain objects
@glad zenith

_location=[x,y]; 
_radius=50; 
_terrainobjects=nearestTerrainObjects [_location,[],_radius]; {hideObjectGlobal _x} foreach _terrainobjects;
eager hull
#

hide module?

eager hull
#

@plain gale Question about 3den enhanced
is the randomize function still working?
I remember that when used on multiple objects you could randomize every object in different directions
now they all randomize in the same way, is that supposed to work like that?

plain gale
#

Let me test, I did some changes, maybe I ducked* it up

#

@eager hull Guess I did a mistake, I am going to release an update soon. Thanks for reporting ๐Ÿ™‚

eager hull
#

thanks
my disturbingly parallel forests need your help

plain gale
#

๐Ÿ˜„

#

@eager hull for now you can use ```sqf
{
_x set3DENAttribute ["Rotation",[0,0,random 360]];
} forEach get3DENSelected "Object"

eager hull
#

with the eden console?

plain gale
#

yes

#

Just select the objects you wanna rotate

eager hull
#

works great

#

thanks

young frost
#

How do y'all make missions? Like do y'all normally make a general outline of the mission in the editor then go deep into details? Or do y'all start detail oriented and keep that mindset till the end.

broken inlet
#

I usually do a rough draft first to get an idea of functuality and to see if I can make everything work the way I want it to, and then go into detail if that succeeds

waxen summit
#

Anyone have issues with the land module where helicopters wonโ€™t land but they just hover over the LZ? And how to fix?

fading goblet
#

place an (empty) helipad at the position where you want it to land, that should fix it

young frost
#

How do you make objects emit sounds always? Like have lights emit a buzzing sound. The way I've been doing it seems wildly inefficient.

wispy wedge
#

Im having trouble making, Blufor and Independent exchange fire upon each other. I have made sure to change the relations to hostile but only around 2 or 3 Squads actual fire there weapons. They just kinda make eye contact as a entire war goes on around them.

#

After more testing, they dont even open fire upon OPFOR.

eager hull
#

oh @plain gale I forgot, I also had another issue, it seems that the disable AI checkboxes create soft dependencies to the mission, meaning that the mission will run but if 3den enhanced is not loaded those checkboxes will not apply

plain gale
#

Sounds weird

#

can you send me the mission where that happens?

eager hull
#

let me make a dummy mission without mods

#

weird, it seem to work now
I don't think it was a problem with my mods though
must have ticked something wrong

prisma oyster
#

*magic*

plain gale
#

I get quite alot of those reports lately. Everytime I ask for a repo mission, the issue is gone ๐Ÿ˜„

eager hull
#

I had it with a vanilla mission aswell (exculding eden)
not sure how I messed that up considering its a single checkbox

waxen summit
#

Is there any way to have a squad but have part of the squad move individually? Or do I have to make them all separate squads

#

Like say having a fire team move to flank or do I need to make each team a separate squad

prisma oyster
#

@waxen summit through scripting yes, not through Eden only

waxen summit
#

Okay so I never figured this out, in some scenarios itโ€™s like you start off and then a minute later or so screen goes black and you like skip ahead in time with different gear in a different place and all, but I donโ€™t know how to do this

prisma oyster
waxen summit
#

Alr

young frost
#

Are vanilla scenario missions usually more popular than missions with like 4 mods?

plain gale
#

Depends on the mods really

#

If the mission uses the popular mods like cup, rhs, which people already usually have, it doesn't matter much.

worthy brook
#

Where can I find bushes and trees in the editor?

prisma oyster
#

you cannot, they don't have classes
you can create them with createSimpleObject and their 3D model

#

which you can obtain with e.g getModelInfo cursorObject

worthy brook
#

: /

#

Thanks anyway

broken inlet
#

it'd be great if BI added those to the editor someday

#

Roads and small paths and stuff like that aswell

prisma oyster
#

it would imply the support for "only" 3D modelsโ€ฆ but yes

roads would still be useless if not baked within the terrain I think

broken inlet
#

I know that Cup adds roads to the editor, I'm talking purely cosmetic though so

prisma oyster
#

then yes

clever hedge
#

3den enhanced is essential when I make missions

fallen prawn
#

how can i exec a script at the moment Eden is fully loaded,like after choosing the terrain in main menu?

prisma oyster
#

That's a question for @plain gale I believe!

fallen prawn
#

i believe it has something to do with add3DENEventHandler

#

but which one?i need one foe new scenarios and opening existant ones

prisma oyster
#

I believe there was an init3den.sqf or something like that, that would fire in Eden only

fallen prawn
#

thanks a lot,will read through this

sick pollen
#

dose Get In Nearest work for buildings ?

fallen prawn
#

@sick pollen most probably not

prisma oyster
#

buildings are not vehicles, so no

sick pollen
#

i couldnt get them into it so they just lay down out side lol.

#

I do think chairs should be vehicles tho, it would be alot easier to place ai in chiars in rooms that way

young frost
#

Are there any people who livestream or post videos on youtube where all they do is build missions in the eden editor?

#

Also does unitplay work reliably in MP for like a narrative based mission? I have heard that it can be bad practice.

wispy wedge
#

Does anyone know of a Pearl Harbor map for Arma 3?

vestal perch
#

no

#

there are no fitting assets to build one

remote pond
#

hey everyone, im a noob mission maker and basically know nothing about scripting but im attempting to make a campaign style mission, ive everything done except one thing. Persistence. if anyone here has the time and doesnt mind helping ima need like an actual walkthrough. for backround, im using MCC for all the mission making, ace, and RHS, then just some quality of life mods. on the mcc website they say to use inidbi2 but i havent any clue on how to set it up or use it. feel free to dm me

steel oak
#

After more testing, they dont even open fire upon OPFOR.
@wispy wedge

Are the groups set to careless behavior?

wispy wedge
#

I may be wrong but dont they start as Careless already?

#

They were like at least 5 feet apart and at move 20 - 30.

broken inlet
#

Units should start as 'Safe', not 'Careless' @wispy wedge

fervent phoenix
#

Can anyone help me out with the truck that we got with the Contact dlc? I saw people opening the doors of the V3S, the wreck truck we got, but i'm not sure how exactly that works...

willow gorge
#

you mean the covered offroad?

#

if so you have to get in the back and open it there

fervent phoenix
#

no, not the offroad, I mean the V3S, the praga truck

willow gorge
#

the wrecked one?

fervent phoenix
#

Yeah, the praga V3S truck that came with Contact. I saw people opening the back and front doors of that truck and I'm sure there is a code for it ingame to trigger it with activation.

willow gorge
#

i have no idea how to do that

#

but i hope you find someone who does

fervent phoenix
#

I'm just curious, because I didn't see any forum posts, or any posts for that matter related to that truck having it's doors openable... even tho it does, some how.

prisma oyster
fervent phoenix
#

my god, i feel dumb right now... all this time I tought the truck was static, but I walked to the wreck and opened/closed some of it's doors with no codes or anything...

#

aaah

prisma oyster
#

huhu ๐Ÿ˜„

dim kindle
#

Hey everyone,

This is a question regarding possible CUP assets (but also Eden).

On a terrain using CUP assets I have found a scarecrow that I would like to use. With nearestobjects , I found that the model is "misc_boogieman.p3d". But I don't know under which addon this object is, or the classname. So I don't know how to place it in Eden or via scripting.

The CUP wiki is offline. The cached versions of the wiki provide class names of the units and items, but not the terrain objects. Can anyone tell me how to get a terrain object's class name/location, or just point me to the proper CUP channel?

fading goblet
#

@dim kindle the file is in @CUP Terrains - Core\Addons\cup_terrains_ca_structures.pbo
path: \ca\structures\misc\Misc_Small\

And as far as I can see does it not have a config entry, so can't be used in 3den (unless you make one)

dim kindle
fading goblet
#

I believe that should work, although it's primary for terrain making, since it is available in L3DT (when importing the asset lists)

dim kindle
#

@fading goblet Pardon my ignorance, but what is the filepath to a workshop addon? The example given is:
"a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d"
But obviously the addon is in a completely different folder. What's the syntax?

fading goblet
#

it's usually "<modname><pboname>\path\to\file", but depends on how it got packed

dim kindle
#

I couldn't figure out your notation :/.
It's not " <CUP Terrains - Core><cup_terrains_ca_structures>ca\structures..." nor "CUP Terrains - Core\cup_terrains_ca_structures\ca\structures.."
Sorry if it feels like you're spoonfeeding. What did you mean?

last aurora
#

the path should be ca\structures\...\something.p3d
@dim kindle

woeful raptor
#

Editor, I have a composition, how can I give it a variable name so that when a unit walks through a trigger that composition will appear/disappear?

#

Is there such a thing as an "empty vehicle" asset to use?

#

didn't see such a thing though

prisma oyster
#

invisible helipad is my go-to since OFP

#

you will have to get a reference to each of your composition's elements I'm afraid

#

either name them all (ugh), or detect them using a command and store them in an array

woeful raptor
#

naming them all is ok since there are only 8

#

no prob

#

Tk's!

#

When I place the composition, I select all, and try to give all those assets a name but attributes doesn't have any such option so heli will work

#

In attributes, could BI implement an option so also show composition along with default object types?

prisma oyster
#

nah, compositions are just "a bunch of objects" and not a type in itself

woeful raptor
#

_this (type = composition) must have [would be handy];

#

๐Ÿ˜

prisma oyster
#
deleteVehicle _pvtPartz;
woeful raptor
#

๐Ÿ˜‹

rough tulip
#

hey guys whats a good resource, guide, or video tutorial to make maps and missions ? i really want to learn and make maps so i'd like to learns everything there is needed to know

small patrol
#

Make map, you meaning make terrains such like Stratis, Altis, others?

#

Make missions is always easy to do

rough tulip
#

well setting up bases is easy but im still unclear how to set the guys to patrol and repeat a patrol cycle, how to stand guard, and how to make objectives (kill this specific guy, destroy this ammo cache, etc)

#

also like hostages etc, i want to make a scenario where yoiu have to rescue hostages, destroy something, and kill a leader of a rebel faction

#

something along those lines

small patrol
#

So basically you wondered how to make proper missions?

rough tulip
#

yes

hard veldt
#

hello there, I want to make a custom radio (like radio Alpha, Bravo...) but with my own words (like "Launch the assault"). But I don't know what's it call, so I can't find anything of the BI's forum. Could someone help me please :)

hallow osprey
hard veldt
#

no, I mean : press 0 --> Support and there is "Launch the assault"

#

or press 0 --> Custom and there is "Launch the assault"

prisma oyster
#

(this page is not well linked, too)

hallow osprey
#

Weynรธรธb: Create a trigger with activation set to "Radio XYZ" where Alpha is (0-0-1) to Juliet (0-0-0), put your "Launch the assault" into the field "Text" for the trigger

rough tulip
#

thanks a lot @prisma oyster will check it out

hallow osprey
hard veldt
#

@hallow osprey thx dude

rough tulip
#

thanks, everyone

west crag
#

hey

#

Its there a reason in why the fire effect module cant really get any other colors than red, orange, yellow and green?

#

setting it all the way to blue and none in the other color channels stills give you reddish orange

prisma oyster
#

the source particle is reddish/yellowish iirc, so yeah

west crag
#

I see, thanks

solar condor
#

I'm not entirely sure if this is the correct channel, though I'm trying to edit an existing .pbo in order to change the loadout the player starts out with, though I have some trouble finding where this might be set up.
I'm trying to edit Artey's Altis Ravage Alternate mission for this. I've found that upon death the "onPlayerRespawn" script appears to handle this, but have no such luck in finding where the loadout is defined for the player before he/she has died ๐Ÿ™‚ Might this be done through the Eden editor? (I simply have been unable to find another script which appears to fill a player's inventory) or does someone maybe have other tips on how to find out where I should change this? :)
I'm generally extremely new to the Eden editor, though used to mod my own Exile Server untill about 2yrs ago, so luckily i do have some scripting experience. But honestly wouldn't know if this can possibly have been set through i.e. Eden instead of a script ๐Ÿ™‚

#

In case the above caused any confusion: I've been able to adjust the loadout upon RE-spawn, but thus far unable to adjust loadout upon mission start/spawn ๐Ÿ™‚

fading goblet
#

The initial loadout is usually set through the placed unit (since a unit has a default loadout), or through the editor where it's possible to change it.
Some missions/scenario's have scripts which modify the loadout, while others use configs (eg. Respawn Template).

solar condor
#

Then i guess ill start investigating how to get to the respawn templates ๐Ÿ™‚ thanks for the lead

solar condor
#

Yup, was apparently set to the Survivor-presets in Eden ๐Ÿ™‚

waxen summit
#

How do I make it so, if a specific person kills another specific person itโ€™s a mission fail, but if the enemy kills them it doesnโ€™t do anything?

#

Like if the player kills his teammates it fails you but if the enemy kills them nothing happens

prisma oyster
willow gorge
#

has anyone figured out the economy system from old man?

#

and if so how do you set it up to get a market working?

woeful raptor
#

can I use something other than the default smoke module? I've been looking at billboard particle options which seems to give more properties to get the smoke look I'm after. I'm just not sure how to go about it. Could I use a invisible helipad and enter the particle data into the init?

#

I'm wanting to learn how to use this....

#

smoke = "#particlesource" createVehicle _pos;
_smoke setParticleParams [
["\a3\Data_f\ParticleEffects\Universal\Universal", 16, 7, 48,0],
"",
"Billboard",
20,
20,
[0,0,0.3],
[0,0,0.3],
3,1.2,1,0.25,
[1,1,5,6],
[[0.9,0.9,0.9,0],[0.9,0.9,0.9,0.06],[0.95,0.95,0.95,0.012],[1,1,1,0.01]],
[0.25,0.125,0.1],
0.75,
0.2,
"",
"",
_x,
0,
true,
0,
[[0,0,0,0]]
];

                    _smoke setParticleRandom [10, [0.2, 0.2, 0.1], [0.3, 0.3, 0.025], 0.25, 0.125, [0.01, 0.01, 0.01, 0.1], 0, 0, 10];
                    _smoke setDropInterval 0.1;
rare pulsar
#

But im unable to put there this picture, or more like i have no idea where i shoud insert that pic

#

Also is there problem if im using jpg instead of paa

solar condor
#

I dare assume so since jpeg is quite a different kind of encoding then any of the ones used in paa

woeful raptor
#

here is a read that might answer your ?

solar condor
#

from the top of my head safest bet is to make base images in TGA and export to PAA

rare pulsar
#

@woeful raptor i know that but id like to know where shoud i put picture in the way that pic will be shown ingame

woeful raptor
#

ahh

#

?

#

create a folder in your mission directory called pics and put them in there, in the init.sqf point to the folder?

#

not sure, I;m quite a rookie

rare pulsar
#

Yeah i did that ๐Ÿ˜„

#

ill send pm with screen

#

aint working

solar condor
#

did you export that jpg as a paa? else you will have to resolve that first probably ๐Ÿ™‚

rare pulsar
#

If im reading correctly, it is not problem for arma

#

model = "myLeaflet.p3d"; // In-flight model. Optional; When undefined, generic white leaflet is used

#

this part is cheaky.. but i have no idea what should be written in there

solar condor
#

the description implies if you leave it empty it uses the same model it does for the regular in-game flyers

#

so i would assume you can leave it empty for debugging purposes

rare pulsar
#

Interesting

#

Still not working.. Leaflets ingame are still blank

solar condor
#

I tried to google-fu a bit but only ever bothered changing mission icons/briefing images myself :/ didnt even know jpeg was an option before

rare pulsar
#

๐Ÿ˜„

solar condor
#

I guess for the sake of testing if you do happen to even have another random working .paa it may be worth a shot chucking that in just to see if it makes a difference, if there's no difference something else obviously is up but if it suddenly does show i'd guess for whatever reason the game wont handle that file well

#

could help in double-checking youre using the correct folder and wether possibly subfolders may be to blame (i remember that being a thing for mission briefings)

#

I daren't say if it may have to do with that the flyer may have to be rendered in the 3d space, maybe those cases would be limited to .paa filetypes, i really daren't say for sure and am just guessing at this point :p

rare pulsar
#

pm

#

Anybody skilled with this please ? ๐Ÿ˜„

hard veldt
#

@rare pulsar there is my code for a custom leaflet with custom picture ["init", [this, "intel_1.jpg", "your text"]] call BIS_fnc_initLeaflet;

hard veldt
#

and me I search how to add a picture into a diary of intel but I don't know how to add it (https://imgur.com/SegepYj). Someone knows how to make that ?

patent thorn
#

hey wassup i have a question again google isnt helping again hahaha, is there a way that only the zeus can activate radio based triggers?

small patrol
#

No crosspost is allowed

prisma oyster
#

Crosspost removed - and user warned. ๐Ÿ‘€

patent thorn
#

no is this the channel for eden editor right?

small patrol
#

It is, but no crosspost

patent thorn
#

it is a question for my eden editor

prisma oyster
#

Crossposting means posting in multiple channels, not wrong use of a channel

patent thorn
#

ok ok my bad

#

but do u know anything about the radio trigger?

prisma oyster
#

You can create a trigger, set its type to radio Alpha..Juliet

#

And in-game, use 0-0-1..0-0-0 to trigger it

patent thorn
#

yes i have done that yet everyone can access the radio thing is there a way that only i can access the 0-0-1 ?

sterile glacier
#

I have a question about vanilla AI behavior

#

does it go here?

sterile glacier
#

ok, so what I was going to ask

#

I've been experimenting, and combat modes aren't like what the wiki describes

#

green and white work the same way

#

in mode yellow, the group leader will stay on his route, but he can send out group members to engage targets

#

and red mode, the group leader will also leave his route to engage

kind prism
#

@patent thorn If you don't need the trigger to be Server Only, you can have the Condition include name player isEqualTo "SKOLX"

wispy wedge
#

I have a operation where I need my guys to spawn on an aircraft carrier but we spawn in the water under the carrier instead of on it anyone know how to fix it?

patent thorn
#

oh @kind prism where do i put it im a debug console?

prisma oyster
#

triggerโ€ฆ conditionโ€ฆ *hint hint*

patent thorn
#

oh ok thank you very much brother, im so dumb at this kind of things

sick badge
#

Hey, how do you switch to another character from the same vehicle in Eden ? I have Apache and want to use the copllot. thx

small patrol
#

Check Playable?

dim kindle
#

to people spawn with eden loadouts u need to do this onPlayerRespawn.sqf

[player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;
onPlayerKilled.sqf

[player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory;

#

but what if i want privates and officers to spwan with diferent loadouts

patent thorn
prisma oyster
#

Condition: this && name stuff

#

else it would trigger immediately

young pecan
#

Mad props to whoever made the C-RAM mod and the incoming alarm mod

somber bridge
#

hey im trying to make the weapon rack from old man
if anyone can give me a hand in the script that would help alot

steel oak
#

@wispy wedge you need to specify the respawn height. Try placing your respawn_west marker on the carrier. Then in your init file place this code:

_mrkr = getMarkerPos "respawn_west";
"respawn_west" setMarkerPosLocal [_mrkr select 0, _mrkr select 1, 25];

spring pulsar
#

Hi anyone , have a number of triggers which must all be set for mission end.......

triggeractivated tgr2 && 
triggeractivated tgr3 && 
triggeractivated tgr4 && 
triggeractivated tgr5;
#

What would condition look like to activate if any 3 of these triggers were set ?

prisma oyster
#
{ triggerActivated _x } count [tgr1,  tgr2, tgr3, tgr4, tgr5] > 2
```๐Ÿ˜‰
#

@spring pulsar โ†‘

spring pulsar
#

@prisma oyster Super that worked....

hushed basin
#

Hey, having some problems with Zeus lately. I've been trying to get on a server together with some friends and we both want to hop on Zeus. I prepared an editor mission with playable units and a gamemaster system module. We were able to hop onto it this afternoon and everything worked fine. but we tried it 30 minutes ago. And it didn't work

#

Any thoughts?

solar condor
#

I daren't say for sure but have a strong feeling one of my missions has completely broken over the past 2 days, in the end clearing my workshop cache and downloading a lot of mods again, and in the case of ACE even manually reinstalling the mod things now appear relatively fine...

novel garnet
#

Just curious. I was thinking of making a training map where it starts in vr and you can load up different map types via laptop. Would this be possible? Like you start vr, load up a small part of an altis environment (I would make this custom)

small patrol
#

As a completely different mission, yes, spawning a part of a terrain on a different terrain, no

novel garnet
#

Ok, but I can load in different missions. That works

last aurora
#

Well, killzonekid had a script where you could switch servers as part of the mission. That could be edited I guess
@novel garnet@small patrol

native epoch
#

I assume it isn't possible to use 3den to trigger an explosive when a player picks up a piece of intel? This would require manual scripting.

woeful raptor
#

from my understanding the trigger timer min, mid, max, says that this is the times for the trigger to be activated. If I want the trigger to to no longer be active say after 10 minutes (600sec's) how do I achieve this?

prisma oyster
#

you would need to delete this trigger with another timeout trigger I believe

woeful raptor
#

got it friend, I just put 180, 200, 220 in the fields and the trigger/Blufor/Present, that shows the assets have disappeared, as I want

#

I put some assets like fireplace, sleeping bag, garbage etc at all of my rnadom spawn points but I don't want to bump into then once I start th mission

abstract geyser
#

Hey so when i give AI an animation in EDEN they dont die when shot at nor react nor do anything else

#
                "Acts_Explaining_EW_Idle02",
                -1,
                objNull,
                false,
                0,
                "",
                "",
                true
]```
small patrol
#

Stop trying to discuss about my MODs here, without even noting you're using MODs to do it, and Artwork Supporter is NOT the thing to do it

dim kindle
#

hi, someone know how fix this error? I/O error: Wrong MDL version

vestal perch
#

depends where it comes up

dim kindle
#

blender

vestal perch
#

doing what?

#

pls help me help you

#

Also this is not Blender channel. this is Arma 3DEN editor channel. If you want answers, describe the problem and what you are doing and where in the #arma3_questions channel.

#

im going to sleep.

dim kindle
#

lol thx

waxen summit
#

How can I create a task like โ€œsurvive ambushโ€ in which a player must be alive after an ambush for it to be successful, and for this ambush task to be created upon start of the enemy ambush

spare phoenix
#

You could use a ANYPLAYER trigger to start the ambush, and then a trigger that fires when a player dies to fail the task
Whilst also having a trigger that fires after a certain time / all enemies are killed to haave te task be succesful?

warped flame
#

Is it possible to place a custom marker (e.g. carrier_01_icon_ca.paa) on the map in the editor?

small patrol
#

CfgMarkers are not available to modify in description.ext IIRC. However you can use Event Handler and drawIcon command maybe?

warped flame
#

@small patrol The marker does not have to be dynamic. I just want to mark the static USS Freedom aircraft carrier.

small patrol
#

You could use drawIcon for static marker anyways

#

If you don't want to use MOD, that's the best way I guess

compact summit
#

I'm trying to make a working ATC tower, but I am not very competent with the editor. I want to be able to have all of the information on the table in front of me, so I don't have to open up the map, and rugged tablet when I want information... I tried searching on youtube, but couldn't make it work

Does anyone know how to via the editor:

  1. Get the map up on a whiteboard, so you can see the markers and stuff like that.
    How to get an image from my computer into the game as an object. (Like a leaflet or something)
    How to get a radar display? (as a kind of data link or just like the bluefor tracker)
cursive terrace
#
  1. u add markers via the markers category in the eden editor
#

And it automatically shows up on the map

compact summit
#

i mean i want a physical map as an object where i can see the map on

cursive terrace
#

Mods

compact summit
#

Can someone tell me how I can put my map on a whiteboard?

#

So like if someone puts a marker on the map you can see it on the whiteboard?

vestal perch
#

that would be quite complicated

last aurora
#

i don't think that this is even possible at all

rotund comet
#

i have a vehicle respawn in singleplayer for a uav MQ-12 Falcon. but i can't get control over it, any hint?

spare phoenix
#

You can't get cantrol over the UAV?

#

@rotund comet

player connectTerminalToUAV uav1;

Connect the UAV to the player terminal after the respawn.

rotund comet
#

thx. maybe also the uav vehicle crew needs to be added

empty oasis
#

does attaching players to vehicles work presentably in multiplayer? I only ask because I cannot test before attempting.

vestal perch
#

can you elaborate what you intend to do? how many players and what kind of vehicle and what are you expecting to see?

#

attaching is not very reliable and can look pretty glitchy

#

cargo/passenger slots on vehicles are there for a reason

hard veldt
#

hello, I want to add a picture in a diary record but I don't know how to add picture, can someone help me pls. That's my code :data = [this,"RscAttributeDiaryRecord",["TITRE DU DOCUMENT","VOTRE TEXTE TROP COOL !",""]] call bis_fnc_setServerVariable;

empty oasis
#

i was trying to attach players to the top of a truck for a mission intro, its one of those tactical swat trucks that can lift you onto the roof
things like this would be very simple if there was a "dummy vehicle" that was invisible, one seat that is an animation of the character standing
could attach it to anything without the and even have ffv

#

1-4 players for a short scripted section should be fine right?

stiff quail
dim kindle
#

is there a way to switch a unit's factions without manually doing it by placing a unit down and copying all of its init stuff over?

i got a mission where everyone starts as blufor but i want to make the player units independant

broken inlet
#

you can just link the unit to a unit of the other side and then unlink them @dim kindle

dim kindle
#

yeah but i actually wanna convert them over to the full unit of the other faction not just their faction standing

broken inlet
prisma oyster
#

you mean, Rifleman(west) โ†’ Rifleman(east)? yep, have to create a new one

willow gorge
#

if you just mean changing the unit from blufor to opfor i believe that is possible

#

but if you mean changing them to an entirely different unit yea you're going to need to have something delete them and create the unit of the other faction

timid ridge
#

Does anyone know how to use the modules for the Helicopter Support mission? I'm trying to make a custom one but the modules don't have clear instructions.

stiff quail
#

Which one? @timid ridge

dim kindle
#

G'Day, is there a way to make a player change faction mid mission?

vestal perch
#

yes

dim kindle
#

.. okay how do i do it?

prisma oyster
keen swallow
#

Hey pals, hope everyone is doing well, considering current events.

I'm trying to disable damage on a building but still have windows you can shoot through. How can someone achieve that? I just don't want the building to become destroyed because there are lots of objects that would end up floating in midair! Thanks in advance!

prisma oyster
#

if you allowDamage false the building, it will never be destroyed

keen swallow
#

Yeah! That's what I usually do, but I found it makes the windows unbreakable. Unless I'm being dense and something else is causing that

prisma oyster
#

oh, I got your question now - my bad.
hmm the thing is that depending on the building, parts of it could disappear!

torpid turret
#

I think the building would need to be set up to allow for what you want it to do.

keen swallow
#

yep. As I workaround right now I'm thinking about using sethit to destroy every window and then disabling damage after the fact but that feels like a hack

torpid turret
#

All of Arma is a hack, you just need to find the right workaround.

keen swallow
#

I'm gonna need to hang that on my wall

prisma oyster
#

FM how dare you ๐Ÿ˜„

#

you're right, but still! :p

torpid turret
#

You can try to bend reality to your will OR you can bend your will to reality... the choice is yours.

woeful raptor
#

I've placed a campfire. I've placed a smoke on top. How do I make the smoke go away when I "put out the fire"?

stiff quail
#

Sync them, and look up a init to remove the smoke effect

prisma oyster
#

@hard veldt no crossposting, #rules
Check createDiaryRecord on the wiki

hard veldt
#

yes sorry I wanted to scribe this in #arma3_scripting because it was more appropriates but I made a missclic

#

and okey I will try it thx for help

haughty verge
#

is there a way to restrict a squad to a vehicle? say I make an MRAP squad, is it possible to make it so that only they can enter a placed MRAP?

#

players btw

prisma oyster
#

you can veh lock 3 all the other vehicles

haughty verge
#

hmmm so what I'm doing is having 3 inf squads that can enter trucks, and 1 MRAP squad. I only want the MRAP squad to enter that MRAP and disallow any of the inf squad members from entering.

#

can i do something like a (for squad syntax) this lock 3?

prisma oyster
broken inlet
#

why not just select them all and do them all at once?

broken inlet
#

ConfusedDog @prisma oyster

prisma oyster
#

who were you talking about though? ๐Ÿ‘€ ๐Ÿ˜„

broken inlet
#

Someone asked if theres a faster way to disable simulation on a lot of stuff than doing every piece individually

prisma oyster
#

@haughty verge
only the vehicle is concerned by the lock.
so lock 3 will prevent any player unit to enter

haughty verge
#

I found a way to get what I wanted with the ACE key module to allow certain players in and others not. Thanks for your help though.

rotund comet
#

i have in my description.ext: respawn = "GROUP"; and respawnButton = 0; but if i die, i don't switch into the next squad member, the window where i can choose restart, team switch and end pops up.

#

looks like respawnDialog = 0; was missing

summer laurel
#

Editor resets Simple Object attribute on thirdparty vehicles.
Is this bug of editor, or addons must have something defined in config?
Tested on RHS, CUP and BAF

small patrol
#

Latter

#

Some of vanilla vehicles don't have proper configurations, so might behave โ€œwronglyโ€. But most of the players don't care with them so Modders don't, I guess

small patrol
#

...Sorry, I misread your question

#

I believe it's a bug?

haughty verge
#

say I'm zeus and I have said the commander has one instant spawn which would instantly spawn all dead players instead of waiting the respawn timer... is there a way to do this with a module or is there a script i can run on the console that can do it?

prisma oyster
#

@pastel thorn you can edit your message, so you don't break the #rules.

pastel thorn
#

what rule is this?

haughty verge
#

hes probably talking about caps. init.sqf is in the root folder of your mission. if it is not there, you have to create one

pastel thorn
#

oh sorry thnaks @haughty verge

prisma oyster
rotund comet
#

in a SP scenario, i like to switch to the next squad member on players death. my description looks like:
respawn = "GROUP";
respawnDialog = 0;
respawnButton = 0;
if i die now, the window for restart, end and teamswitch pops up. but it should switch me directly into the next squad member.

prisma oyster
#

in SP, you would have to use onPlayerKilled.sqf and selectPlayer

rotund comet
#

ok.. :>

warped flame
#

Is it possible to enable a window (like the Zeus window shown here: https://community.bistudio.com/wiki/File:arma3_dlc_zeus_screenshot_2.jpg) for a designated commander to create tasks for her/his side "on the fly"?

PS: Maybe even Zeus functions etc. could be used but without giving the commander the other Zeus abilities like spawning stuff in, seeing all units on the map (only friendly units should be visible), changing mission parameters etc.?

glossy python
#

Hey does anyone how do you set the camera rotation when on a keyframe?

dim kindle
#

Is anyone familiar with ALiVE? Trying to make a mission things going smoothly but when I go to get intel or call support the tablet looks wonky

plain gale
#

I think they have a discord, might wanna ask there

dim kindle
#

thanks

dim kindle
#

basically what happened was, im playing a WW2 version of liberation.

IFA has it that

Germans = blufor
Russians = opfor
USA/British = greenfor

however the mission then changes that and

americans = blufor
british = greenfor
russian/germans = opfor

however that doesnt apply to zeus. so if for whatever reason i wanted to have some fun, and spawn in an AI squad to help me take a town, they have to be germans because blufor on zeus = germans but germans in game = opfor and greenfor is neutral so i cant even spawn in british or americans, the only units that will fight when spawned are germans on germans.

So the TL;DR mission changes factions of each unit between blufor, opfor, and greenfor, was wondering if there was an easy way to undo that and leave them at their default factions so the appropriate AI will fight against eachother when spawned by zeus

broken inlet
#

You can change the side in the kp liberation config file @dim kindle

#

iirc atleast

dim kindle
#

oooh ill look into that. i figured it'd be an eden editor thing.

modern anchor
#

Dose anyone know if you can limit the engagement distance with drone/automated MM-145 Defenders? I'm working with a relatively small map, and as such, the engagement range covers most of it. (Especially when radars are added) I only really want the drone to attack when hostiles are within a proscribed distance of the base. Can I archive this with a trigger of some kind? I'm still relatively knew to triggers.

fading goblet
modern anchor
#

So, if I were to use "class AirTarget" I'd be able to reduce the engagement range?

fading goblet
#

you would have to create a mod which overrides the ammo classes of the AA launchers you want to use, and modify their sensor components

modern anchor
#

Ahhh

#

Yeah, not likely to happen. I'm barely able to do scripting

#

Is there a away that I can set an AI to be a designator, and have them point out targets for the AA to engage ?

#

Humm. I wonder, if i'd be able to sync the AA to a trigger, and have it execute that script when OPFOR is detected by it

fading goblet
#

you could disable it and only activate on trigger

modern anchor
#

So, in the drone i'd disable data link?

fading goblet
#

never tried it ๐Ÿค”

modern anchor
#

and then when OPFOR enters the trigger it runs "setVehicleReceiveRemoteTargets"

#

Humm

prisma oyster
#

But then it would know about all the other targets

dim kindle
#

Hello please someone help me about editing

small patrol
#

โ€œSomeone help meโ€ won't help you while you don't reveal what's wrong on your developing

dim kindle
#

I done know how to edit the thing I want that why Iโ€™m asking

small patrol
#

What thing

dim kindle
#

I want to set command like for example I want to move the car from A to B but when Iโ€™m click play or start or whatever the car will follow my command to start move A from B

small patrol
dim kindle
#

You know what I mean

small patrol
#

I see no problem there? Or because I'm no English speaker?

dim kindle
#

But I donโ€™t know how to edit that

#

It just my idea

small patrol
#

Trigger, radio command, waypoint?

dim kindle
#

But I donโ€™t know how to do that Iโ€™m just new

#

Do you have video tutorial or something

small patrol
#

No

dim kindle
#

But you good at editing right?

small patrol
#

Huh

dim kindle
#

Let me ok you so we can talk

small patrol
#

Let me ok?? thonk

#
  1. Put bool = false; to player's Init
  2. Make a trigger
  3. Make Activation Radio Alpha
  4. Make On Activation bool = true;
  5. Make a car
  6. Make two waypoints for the car
  7. Make first waypoint's condition bool
  8. Start mission and press 0-0-1

I think?

dim kindle
#

Let me try and I will let you know

hallow smelt
#

How to sync a UAV that loiters an area of operation with the artillery so that if the UAV spots targets, the artillery immediately engages?

small patrol
#

There's no unit-to-unit link IIRC. Only unit-to-side-to-unit link

stiff quail
#

Is there a way to get Ai to use UAV without telling them?

#

@dim kindle Polpox is big brain and is over complicating it

#

You make a trigger, set the trigger activation to Radio, sync it to the waypoint you want, and youโ€™re done

small patrol
#

This is wiser, didn't even use synchronize with trigger much so forgot this feature

stiff quail
#

I donโ€™t make mods so

small patrol
#

?

stiff quail
#

Youโ€™re a veteran/mod maker and Iโ€™m just a guy that likes to watch cool battles

small patrol
#

Then what?

prisma oyster
#

Nobody knows everything @stiff quail, and knowing one thing is not making someone above someone that knows something else ๐Ÿ™‚

plain gale
#

๐Ÿ˜„

dim kindle
#

Do you guys know how many GB in Arma 3 with full dlc

plain gale
#

62,4 Gb

prisma oyster
#

without CDLC ^

plain gale
#

With

dim kindle
#

Oh thanks you

warped flame
#

I've tried to put a Warlords mission that has worked both in the editor as well as on my PC (when hosted in LAN) on a server but for some reason it doesn't seem to be loading the modules. Any idea why?

prisma oyster
hallow smelt
#

How to show at the debriefing the total amount of dead in the game? Blue force, op-force and civilians? not only the ones the player killed but in Zeus

prisma oyster
haughty verge
#

looking for spot where I can find how to do the map hyperlinks for tasks where I can click on text in them and it takes me to that linked spot on a map.

prisma oyster
#
<marker name='enemyBase'>161170</marker>
solemn zenith
#

Any way to have a helicopter static in the air but have engine on and rotor spinning? want to do it for screenshots and is easier than controlling the heli to hover where i want it

prisma oyster
#

yes, you can create it in Eden with >20m altitude then setPos it

solemn zenith
#

I mean for very low alts like only just taken off so basically on ground

#

im guessing just manually hovering then splendid camera would be best option in that case?

prisma oyster
#

for example yes
or create it high and teleport it low

solemn zenith
#

ah ok thanks for info ๐Ÿ™‚

placid otter
#

Hi, I am trying to set up a trigger that is activated on a vehicle being unlocked. I am using SetVehicleLock to initially lock and then unlock, but cant figure out how to have the trigger recognized a specific vehicle has been unlocked. Any ideas?

stiff quail
#

Does the vehicle have a name

#

If so I think Vehicle Setvehiclelock false

placid otter
#

lets call the vic name apc

#

so i have tried a trigger with the condition being: if apc Setvehiclelock false

#

no dice

#

i believe setvehiclelock just tells the vic what state to be in, I dont think I can use it to determine whether locked or not.... ๐Ÿ˜ฆ

stiff quail
#

I donโ€™t really know, but when I use triggers for when someone dies, it is ccc !alive Person,

placid otter
#

So i am a little ashamed but I did get it to work. What I did was have a .sqf unlock the vic and in that .sqf I added the variable = true, then for my trigger condition: variable NOT variable = true which i had been using to no avail

stiff quail
#

๐Ÿคฏ

dim kindle
#

How can I make a small convoy go via the ROAD? All the Tanks and APC's just got Offroad and the trucks and humvees are left alone.

#

Tryna make a small convoy scene where they get ambushed by insurgents.

prisma oyster
#

@dim kindle make their behaviour "SAFE" in waypoints

dim kindle
#

K thnx

#

@prisma oyster

#

How do I make it safe?

#

nvm

#

srry for ping

#

just found out

stiff quail
#

Some bad things mustโ€™ve happened here

haughty verge
#

any way to hide sector zones from the map interface easily? I don't want my players knowing where the capture sector is until I want them.

dim kindle
#

i have a problem

#

I spawned in some nato soldiers and afew FIA ones

#

but they arent shooting each other

#

and if i shoot them they say cease fire

small patrol
#

There're FIA factions on each sides (BLUFOR, OPFOR, Independent) so use other side's FIA to make them hostile each other

dim kindle
#

ohhhhhh

#

and how do i increese the icon size in the editor

small patrol
#

What icon?

dim kindle
#

all the unit spawn icons

prisma oyster
#

no can do unfortunately @dim kindle. and it's a pain in 4K (same with the mini-cursor ๐Ÿ˜…)

light osprey
#

How do I add multiple things in a trigger? I want to stop an animation and then do somthing else in one trigger please ping me if you know how to do this

prisma oyster
#

;

light osprey
#

thanks

#

I tried it but the animation doesnt stop here is my code what did I do wrong? solider1 call BIS_fnc_ambientAnim__terminate ; solider1 playAction "Salute";

prisma oyster
#

solider instead of soldier?

light osprey
#

thanks very much i didnt see that

uneven badger
#

I added an EH to the init field of some barricades, will they run if it is played on multiplayer? The wiki says it's only triggered locally, but I don't understand what exactly that means

prisma oyster
#

objects are server-side @uneven badger
but init fields are run client-side every time a client is connecting - so I would not put an EH in there

uneven badger
#

Yeah, I've been trying to figure out the differences between MP and SP coding. Any good tutorials someone can point me out to?

prisma oyster
#

@uneven badger โ†‘

uneven badger
#

Wait, even objects init are run client side? IE AttatchTo?

prisma oyster
#

well, yes
everytime a client connects, he executes every init fields on every objects
if the command is global / parameters locality doesn't matter, it has an effect

#

e.g this setDamage 0.5 to start the mission injured, sure thing
you heal yourself, fine

another player connects, bam, hurt again

uneven badger
#

OK. What I had was an "Explosion" EH on a barricade object, that would hide said barricade once an explosion was triggered. What you're saying is that it wouldn't trigger on every client? Because that's what I'm struggling with right now, knowing what the effect is on a MP environment

prisma oyster
#

so for this one, the init field is ok (or init.sqf)

#

be sure to use hideObjectGlobal, though

#

oh wait, it's server-only

#

remoteExec hideObjectGlobal then ^^

uneven badger
#

I can see that locality is a pain

prisma oyster
#

oooh yes.

uneven badger
#

Is remoteExec really necessary?

prisma oyster
#

if the EH does not trigger on the server, yes

uneven badger
#

But if players are, say, within 500m ( well within hear and maybe visual shot) is that considered local?

prisma oyster
#

local means "on which computer is it processed", nothing else

#

I guess an explosion is local to the shooter's machine (I could be wrong though)

uneven badger
#

Thanks, guess I'll just have to read more and test. All I know is that a mission that I made was thrown out of the window because what I had clearly doesn't work on MP, as I tested it

prisma oyster
#

hopefully sometimes you "just" have to adjust locality and it runs like a charmโ€ฆ
sometimes it's a full rework, too

uneven badger
#

I think it can be solved by adding players to the group, because what I have on the Init field at the moment is "if (isPlayer this) then {group1 = group this})" and I think that's wrong

prisma oyster
#

let's say it's not the best way yes

#

you can name a group from Eden, you know?

uneven badger
#

Composition name?

prisma oyster
#

group - a group of soldiers

#

above the leader is the group's icon
double-click on it, you can edit the callsign (e.g "Alpha 1-1") and also assign a variable to it
you can set group1 there, and it will be defined for everyone

small patrol
#

There's no point to remove your question

sacred schooner
#

is there a way to "blind" player for a couple of seconds? I want to teleport them at some stage along with a time skip but i'd like it to fade to black and then fade back to normal.

prisma oyster
#

you can make a black screen with e.g cutText or any other UI command yeah

sacred schooner
#

thanks i'll take a look

uneven badger
#

Should "Server only" on triggers be ticked on in case of MP mission?

prisma oyster
#

it depends ๐Ÿ™ƒ

#

you want some triggers to be local to the player, and some triggers to be server-side only

there is no "must" depending (only) on SP/MP

#

does it answer your question? @uneven badger

uneven badger
#

A bit. I'm still reading about locality

dim kindle
#

how do i make ai fire artillery thing in arma 3 at speccific target

prisma oyster
dim kindle
#

: (

torpid turret
#

He has been redirected back here as it is an editor question.

haughty verge
#

@dim kindle

//Must create a marker on map which can then be hidden
_ammo = getArtilleryAmmo [unit] select 0;
_target = getmarkerpos "marker_var";
{_x doArtilleryFire [_target,_ammo,6]} forEach units group

something like this?

#

New Question: Is it possible, to have client's machine contribute to the headless client without them running a HC server? While they are playing.

prisma oyster
#

The same as headless clients, transfer them AI

haughty verge
#

after reading through monsoon's headless client guide, I think I might be in over my head right now

lucid comet
#

Is there any possibility of finding the name of the asset in a terrain from the editor screen? For example, there is this building that I do not know the name of to create a clone, so is there anyway to find out what the building's name is from the editor?

prisma oyster
#

modelInfo cursorTarget @lucid comet
but not all terrain objects have classes (e.g trees, bushes)

lucid comet
#

thanks a lot!

#

it says missing ; also, it does not seem to work when i try to execute it as modelInfo cursorTarget;

raven halo
#

is there any way to make AI pilots provide any sort of CAS with their guns? when i strip them of all their weapons, forcing them to use their guns, they do nothing but fly around

fading goblet
#

looking at the CAS Module of ZEN, they remove all weapons/ammo other than the one it should use, and then use some scripts to make it move to the target and fire at it

wispy onyx
#

in Trigger I set type: Guarded by Independent, activation: Seized by BLUFOR, activation type: Present
when I as BLUFOR get into the trigger area, nothing happens, I want to make enemy protect the trigger area, how to do it?

stiff quail
#

You have to give the independent a guard waypoint if I remember

wispy onyx
#

when I spawn them, each unit get guard waypoint

stiff quail
#

Do they move

wispy onyx
#

should I point the waypoint to the trigger?

#

right now they point at me (player)

stiff quail
#

Yeah, if theyโ€™re enemies maybe put a hide and show module and sync it so that they will appear when you want them to

wispy onyx
#

I want them to do everything possible to not let me activate the trigger

stiff quail
#

If itโ€™s a certain area you could do it manually

#

I could make a video doing what I think you want if you like, I have nothing to do

wispy onyx
#

I will try to change the waypoint

stiff quail
#

Ok

waxen summit
#

Do I need any new software or applications to create a terrain in arma 3?

small patrol
#

Terrain you meant something like Altis? Then that's a yes (kind of). You can get almost every softwares you need in order to make a terrain from Arma 3 Tools, and #arma3_terrain is the place to ask

waxen summit
#

Thankyou tho

haughty verge
#

i have a trigger that fires on radio bravo. how do i make it so that only a specific unit can access that radio bravo? i tried syncing and trigger ownership and they did not work.

stiff quail
#

I think itโ€™s condition

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@haughty verge

haughty verge
#

? no i mean when you set "activation" to "radio alpha" it gives that custom radio activation to all players. i want to restrict it to one unit.

#

condition has to remain true for the radio alpha to work

stiff quail
#

Condition is the player you want

#

But you can just sync a unit and then make it so the Leader or the person you sync is applied

haughty verge
#

so you are saying to place the unit variable in the condition box

#

no it can't be that since condition has to return boolean

small patrol
#

Then make it boolean

unit1 == player```something
haughty verge
#

if I'm Zeus and I take control of said unit, will that statement be true or is Zeus not treated as a player

small patrol
#

Then maybe cameraOn

haughty verge
#
cameraOn == unit_var

This works when placed in the condition box for Zeus controlling unit_var. Everyone can still see the radio support, but it will not be activated if they push it.

dim kindle
#

is there any way that i can make ai drop bombs from an airplane on a specific target?

undone elk
#

Any one here have any knowledge on creating a "ready area" where players can use the virtual arsenal and ready up before being teleported to an area? (Think Dynamic Recon Ops). I am attempting at making a Team Deathmatch and would like for players to be able to customize their loadouts as opposed to using default ones.

#

Sorry about cross posts, I am unsure which category this would necessarily go in

prisma oyster
#

you should pick one channel only, and you would get redirected (without warning!) if said channel is incorrect ๐Ÿ˜‰

undone elk
#

Gotcha thanks!

prisma oyster
undone elk
#

Thank you, I am familiar with setting an ammobox to an arsenal. I will look into the setPos. I think my biggest hill to climb right now is setting up a "timer" or a "ready up" system.

#

Dynamic Recon Ops has a ready area where you can select your loadout/etc, and IIRC once majority of players hit ready or the group leader hits ready, it teleports the team. It may be easier just to do via Zeus but I would love it to be autonomous.

prisma oyster
#

ah, a voting system is way more complicated yes
if you set a timer, it's easier ๐Ÿ™‚

undone elk
#

Could you steer me in the right direction to having a timer force all players of each side to a specific area?

#

I am very unfamiliar with scripting, so I am unsure as to what even search honestly ๐Ÿ˜‚

prisma oyster
#

sleep is the command; an "easy" way to do would be:

if (isServer) {
  sleep 5 * 60; // 5 minutes
  _unit1 setPosATL getMarkerPos "marker_unit1";
  _unit2 setPosATL getMarkerPos "marker_unit2";
};
undone elk
#

So that basically means, after 5 minutes, unit_1 and unit_2 (which would be a specific players I set a variable name for) would be teleported to the designated pos I set via setPos correct?

small patrol
#

getMarkerPos does get the position of a marker (as the name suggests), so yes

undone elk
#

So in theory, I could have it look like

  sleep 5 * 60; // 5 minutes
  _opfor1, _opfor2, _opfor3 setPosATL getMarkerPos "marker_unit1";
  _blufor1, _blufor2, _blufor3 setPosATL getMarkerPos "marker_unit2";
};```
#

I have a feeling that is wrong lmao.

small patrol
#

setPosATL does take only one object, one position, so this is wrong; you can iterate for multiple units via forEach... but maybe that's too many information in once for you?

undone elk
#

Scripting is definitely very difficult for me to comprehend. Anything scripting related I ever needed, I was lucky enough to find a YouTube video for it so I knew what to place and where to place it lol

prisma oyster
#
if (isServer) {
  sleep 5 * 60; // 5 minutes
  { _x setPosATL getMarkerPos "marker_unit1"; } forEach [_opfor1, _opfor2, _opfor3];
  { _x setPosATL getMarkerPos "marker_unit2"; } forEach [_blufor1, _blufor2, _blufor3];
};
undone elk
#

Thank you. I will save this and figure out how to properly apply it.

prisma oyster
clear rivet
#

How would I go about making it so that a unit only does a waypoint after a certain amount of time? So say squad moves 5 minutes after trigger has been triggered

fading goblet
#

when using triggers you can simply set a minimum time before it activates, and if that trigger is connected to a waypoint, the AI squad won't move till the trigger is active (so activation + delay)

clear rivet
#

I've got multiple things connected to the trigger though. Specifically it's a chopper coming with reinforcements, that I want to start flying about 3 minutes after the trigger has been activated, but I guess I could maybe add another trigger inside the one I already have?

prisma oyster
#

without scripting, yes

raven halo
#

is there a way to have infinite ammo? specifically in aircraft

#

trying to make gun-only dogfighting

fading goblet
#

You can use a script to reload ammo everytime it fires

novel granite
#

Iโ€™m trying to make a constant air combat simulation in the editor where you select enemy aircraft and whenever you destroy one it respawns in the air

broken inlet
#

Oki

kind dawn
#

how can i script a mission so that when a laser target is detected, a bomb is dropped instantly on the target ?

broken inlet
#

Might be smarter to use one of those support radio call-in's

kind dawn
#

does that call a drone? , or does it spawn a missile or something like that ?

broken inlet
#

I think you can script what it does, not sure

kind dawn
#

dude i am totally lost on the scripting thing

broken inlet
#

using the call in is most likely going to be easier than trying to script the detection of a laser target

#

so I'd recommend taking a look at those

#

havent used them myself before though

kind dawn
#

alright ty

#

do you know a good source where i can learn how to make advanced scenarios in this game?

broken inlet
#

the wiki is a good place to find out about comments

placid otter
#

I would like to remove the shift click way point feature players have while there map is open. I understand "veteran difficulty" removes this feature, but I would like to be able to run missions in third person without players shift clicking to pin point their location. ATM I have
// onMapSingleClick "true;"; // however this prevents players from being able to mark the map .... ๐Ÿ˜ฆ does anyone have a better solution?

vestal perch
#

Custom difficulty settings.

placid otter
#

@vestal perch I will look into that thanks. However, in the past when Ive had custom difficulty settings for missions hosted on a dedicated server, they dont seem to work. For example: custom difficutly settings for no 3rd person, yet when I host on the dedicated server and select the custom difficulty, there is still 3rd person.

half pendant
#

reading a map mid game is pretty inconvinent

placid otter
#

idk what you mean @half pendant ???? i look at my map mid game all the time, not inconvenient and very helpful

prisma oyster
#

mid-fight is another story

placid otter
#

how about mid-flight ๐Ÿ™‚ Im always opening and closing my map while flying rotary

half pendant
#

why dont use use the gps

#

ctab is also pretty useful

sinful zenith
#

reading map is inconvenient because the position freezes so weird buggy stuff

#

Dedmen pls fix

vestal perch
#

you should tag him properly so that he notices

sinful zenith
vestal perch
#

quite a pickle

#

๐Ÿฅ’

prisma oyster
#

picklededmeeen!

half pendant
#

mfw its night and i cant read my map

last aurora
#

using ace?

#

make sure you got a mag light in the inventory and light it via ace self interaction

half pendant
#

yeah, but sometimes when i make editor missions the guy doenst spawn with one and im too lazy to give him one unless i care

last aurora
#

ยฏ_(ใƒ„)_/ยฏ

haughty verge
#

For ACE medical, do I need to enable revive mode under multiplayer parameters for the revive section to work? Or does ACE overwrite that

half pendant
#

there is no revive

#

you dont need to, all you need is medical supplies

#

@haughty verge

charred gazelle
#

What is the better totally not 40k mod? Grimdark armory or there is only war

vestal perch
#

They have different approaches so it depends on what you want.

#

Also wrong channel..

kind dawn
#

hi guys

#

is there a way to increase the speed of artillery fire ?

kind dawn
#

not the reloading time, but the time it takes the shell to reach the target

uneven badger
#

Oh

torpid turret
#

Thats sort of like asking the earth to turn faster or slower

prisma oyster
#

setAccTime ๐Ÿ˜‚

torpid turret
#

Artillery shoots in a ballistic arc

#

It takes time for it to travel up then down.

uneven badger
#

From what I gathered in Google, you can change in CfgWeapons the initial speed

kind dawn
#

ty everyone :D, i am trying to create a mission that is kinda arcade-ish

#

so having bullet travel time is kinda irrelevant

prisma oyster
#

you could "just" script shells on the ground if you know how to do

vestal perch
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Changing the velocity of a shot would mess up the ballistic arc. So no. Do what Lou said

uneven badger
#

If I disable Dynamic Simulation on Artillery Providers, will they still provide support when players are out of range?

prisma oyster
#

no - exclude them from DynSym @uneven badger

sinful zenith
#

MISSING mods

#

on server

dim kindle
#

is there anyway i can make an ai airplane drop bombs on a specific target (like a house)

small patrol
#

War crime time! :D
One way is make a (laser) target and use fireAtTarget

dim kindle
#

ok

#

it says i need to input a weapon and not just the target name and the command

small patrol
#

Yes

uneven badger
#

Does disabling simulation on static props such as Sandbags improve, in any way, FPS?

small patrol
#

Bit, but not significantly AFAIK

sinful zenith
#

static props don't have simulation to begin with soooo...

uneven badger
#

Oh yeah, I remember!

#

However, I tried with Simple Objects, but after testing in game and getting back to the editor, they return to their "not simple" state. I guess I need to use it in the init, instead of ticking a box?

small patrol
#

The checkbox is buggy IIRC

sinful zenith
#

simple object checkbox is only available for objects where it makes sense (which static objects aren't)

hidden nymph
#

weird question

prisma oyster
#

weird answer then

hidden nymph
#

but i keep spawning in the middle of the ocean on my map

#

how do i fix that

#

??

#

sry

prisma oyster
#

which map? we need more details

vestal perch
#

map/terrain or mission/scenario

hidden nymph
#

the one with atirta?