#arma3_editor
1 messages ยท Page 36 of 1
No the editor has a merge option
How do I create a new paragraph in the Diary Record Modules
Hello, i have a little question. Is it posible to change the attitude between NATO/CSAT and AAF (friendly or not) with trigger ?
Yes. It's setSideRelations I believe, or something very similar. Back in a sec with a wiki link.
can someone help me pleaseee
okey thx @young matrix
@strong marsh I do not have/know the answer to your predicament.
ok
G'day! Now, I'm using the Aircraft Carrier Template by Sebi (https://steamcommunity.com/sharedfiles/filedetails/?id=1998673233&searchtext=Aircraft+Carrier+Template)
And wanted to know if, without downloading extra mods, that I can create a fully autonomous Aircraft Carrier with Fighter traffic coming and going. plus light Helicopter traffic
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?
Ty
Can you place the major terminal from Altis in the editor? I am struggling to find it
Nm appears you cant place it vanilla but 3den enhanced has it
Wasn't added by my mod.
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?
you could place a trigger "guarded by"
and have reinforcements with a waypoint "guard"
they should come when the place is attacked
Oh okay nice
So how do i get they other force to respond
Because i don't want the whole base to leave and go and help?
only add the waypoint to the units that will leave
I've now just unlocked a pandoras box with learning how to use waypoints and triggers thanks
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
@blissful abyss didn't you already post that ๐
Thought it may have been in the wrong channel so removed it and posted here....
I thought it was this channel, but indeed it was #arma3_scenario - my bad
no probs ๐
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
How do I add the ACRE 117 radio to a unit?
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.
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)
That is in my condition trigger (tg4) : triggerActivated tg3_1
but the trigger tg4 activates when tg3_1 is activate
could someone help me please
use this && triggerActivated tg3_1 @hard veldt
it works, thanks :)
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
you can create an init.sqf file at the root of your mission
How do I create an sqf file? when I save it as "init.sqf" it just stays as a text document
save as โ "init.sqf" with the quotes
or "show files extension" in Windows so you can see the ".txt" or ".sqf"
success
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;
maybe add a waitUntil { time > 0}; or sleep 0.01; to make sure the mission is started
where would I add that in
the line before
What waypoints work best if I want paratroopers to jump out of an orca
waypoints won't work, you will have to script this @hidden quest
Really? Swear I've done it before
which one?
im not sure, its small text and the game loads too fast to read it. freaking SSD ๐ฆ haha
the error is timed, PC speed doesn't matter here
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`
copy and pasted that and no dice
heres the error
oh wait I cant post a screenshop here
success, but it also causes a complication with ACE survival so that the menus for status dont come back up
What's a simple paradrop script for a group to jump out of a helo
My player slots look like they are IA on server joining, any solution?
Im having this erros on rtp
Missing 'description.ext::Header::minPlayer'
"extDB3: Error with Database Connection"
and extdb3 log [Thread 5732] extDB3: Config Error: : No such node (.IP) @vestal perch
I got no idea about extb stuff
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
Can you put custom loadout you made on the editors unit selection roster?
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
they don't create their own waypoints;
do you maybe want to prevent their movement at all?
yh, i dont want them to move unless in zues i tell them too
Zeus* ^^
many ways to stop them:
https://community.bistudio.com/wiki/disableAI
https://community.bistudio.com/wiki/doStop
https://community.bistudio.com/wiki/setDamage (ok, I cheated on this one)
i guess i put these commands in the init section?
i cant seem to get any of these to work
so if i put a command in init, the same as exacuting it in game zues?
Yo guys
I recently made a flying ship in arma 3 editor
I made a composition out of it
and was excited to try it out on my map
but the altitude button didnt work with the composition
and the ship is completely broken on the ground
is there anyway I can paste a composition with altitude?
When I tell an armed blackfish to loiter at a position it will circle it with the guns facing the wrong direction
Anyway to change the direction it goes, can I give them more specific loiter orders like drones?
do you use a waypoint @hidden quest ?
Yes @prisma oyster
@hidden quest double-click on it ;-)
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?
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
set a condition for the GetIn waypoint, set this condition to true with trigger or whatever you need
so getin has condition instead of "true" now something like getthehelloutofthatpod and another trigger has getthehelloutofthatpod=true; for onActivation
my getin condition is true
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
thanks ill give it a go
whoops, of course. Changed it above
so its pssible to have them walk a cycle break away and then rejoin the original cycle ?
i want to create a dinner break a sleep break and maybe piss breaks
but they need to go back to the cycle after
if you break the cycle to a next waypoint, you can add a last cycle waypoint near another waypoint of their patrol
@dim kindle learn #arma3_scripting ๐
especially https://community.bistudio.com/wiki/Side_relations ๐
just suprised me is drove past a camp with armed civs next thing i know there lighting me up XD
Who armed the civs ๐
will renegade civs shoot each other
or any way to team up renegades
other than switching sides
check the link I provided
renegades are sideEnemy, and they are not friendly to anyone, even themselves (except sideFriendly)*
hmmm interesting, i now forsee entire Settlements turning hostile XD
everyone against each other yes
just addRating -2001 to everyone and it's a massacre
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.
How do i make a mission file but where the respawn is disabled unless the zeus puts down the respawn moduale?
@robust dove
never done it myself, but https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates with MenuPosition should work
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
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?
@rain garnet a killed EH to disable its simulation?
Can someone with experience help me with making mission files? i will pay
You go in editor
then export for multiplayer
using the menu from top left
I'll await the money now thanks
no
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
then
i can pay
I want to change the name of roles
Do you mean the slots in the role selection screen?
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
what about the repsawns
mmh
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?
Pi thats CBA
Oh it is?
CBA allows you to set unit name@group name, which will then be changed in the lobby. At this time no other methods exists.
Okay I just looked, and cant you change the role name using the "Role Description" field?
Or am I misunderstanding what the question was
And this is tested with Vanilla Arma
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
i dotn understand
Dont worry about it
there is a way to make AI lease on a place without scripting?3
what
i want that a AI unit point laser on a place
Not sure if thats possible without scripting
i see...
it was possible in OFP, not in A3 now
ohh ok
(without script I mean)
yea
so how do u set it so there i no repsawn unless the zeus puts one down?
@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
where?
description.ext
how to pack my mission.sqf and description.ext into a pbo
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
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.
How do i change the name of the jobs aswell?
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
0.5 by default ยฏ_(ใ)_/ยฏ
0.5 might be fine for rebel scum but missing at 10 feet XD
just made me chuckle
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
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
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?
@dim kindle Don't forget that the result skill is a combination of editor settings + player's difficulty settings.
If your settings are at easy , 0.5 may not affect much, but if you try veteran, it will be more dangerous.
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
Just keep that in mind :)
As not all the settings are as you set, but is also choice of the player that will play your mission
huh... interesting
@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?
Respawn will be Custom Position.
Rulesets will be 'Select respawn loadout' , 'Select Respawn Position' (optionally, 'show respawn counter' too)
If you do these, disregard the description.ext modifications I told before, as these will overwrite them.
Hey is there a way to spawn one player per random empty marker?
For somereason i load in to the server with the mission, and my screen just stared flashing on the map thing.
- Your
description.extis actually a TXT file, so it won't be used at all (hence the error that it can't find the loadouts. - Which errors do you get in the RPT file? Because this should already give a good indication of what is wrong.
a bunch of Error: Bne
to dump rpt file please use pastebin.com, instead of spamming in chat
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.
that should work (pro-tip: enable file extension in Explorer)
that happens when loading from the editor once in a while...
Nice!
it works
thank you so much, i have been trying for like 5 days now
OMG
THANK YOU!!!!!!!!!!!!!!!!!!!!
honestly
Did you check the thing with the role description?
like I said; make sure you have file extensions enabled in Explorer, that will prevent so much issues when developing ๐
how would I update the removing of terrian objects in the eden editor like buildings / trees?
no, I believe "editing the radius on the fly", and I believe it is not possible
there's an option in Eden to hide terrain objects if that's what you're referring to
it's per object though
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?
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
TFAR does't have any modules anymore. it was all moved to CBA settings
So I can find it under CBA now?
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
@desert plume
https://community.bistudio.com/wiki/enableStamina if you want to completely disable.
https://community.bistudio.com/wiki/setUnitTrait if you wanna modify weight coefficient that affects stamina.
https://community.bistudio.com/wiki/Arma_3_Stamina for more information.
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];
@past sun the first one when you die it resets
But ty
The others ill look at an try
@desert plume Write an onPlayerRespawn.sqf and use it in it.
Where do i write dat
Where description.ext, mission.sqm etc. are
In files right?
yeah.
@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).
ah i see
dont forget to wrap <code> with { } though
yes
It should work, Im not sure tho, it has been a while for me with it.
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"];
global stands for execution for everyone, so u dont need remoteExec.
thats what i thought thanks
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.
ok i'll set that to that units variable name just to be safe
How would I disable the crosshair on a multiplayer server?
are you saying for your server or any server you join?
@solid merlin cause you can find the crosshair under your servers game options and difficulty, when you first open the server up
My server
that should lock the difficulty for every player who joins your server.
Okay, cheers
Hey is there a way to spawn one player per random empty marker?
@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)
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.
you could use the addAction "condition" parameter with the "alive" command
so like this?
this addaction ["blahblah", {alive= "true", [unitname] join player;}];
nooope nope nope nope. let me show you the wiki page
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
];
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!
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
I see, yeah the default 50m seemed a bit op
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];
"what" would work globally?
the unit joining/leaving the players group with that addaction
and I suppose the condition as well
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
>];
> ```
no need, as join is global arguments/global effect @wide moss
Is there any way, to create an arsenal that only has: helmets, backpacks and outfits
?
@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.
I know how that one works, but it would take ages to select all the helemts, all the backpacks and all of the outfits
especially with mods
what do you mean?
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
you can hold the keys down I just selected all vanilla/dlc plus all of rhs and ravage backpacks in less than a minute
you're right I got it, thanks a bunch man
@wet drum thank you
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?
Yes, see the "Side relations" article on the wiki
so how do i use "_civilian addRating -10000;"?
actually nvm
warcrime has sucessfully been commited! thanks Lou
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
yes you can
place waypoint 1
place waypoint 2
place waypoint 3
edit waypoint 3, set "position: 2" โ 1 "3" 2
hmm ๐
@woeful raptor works?
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?
according to https://community.bistudio.com/wiki/flyInHeight 's comments, yes
although I always thought the default flying altitude was 50m ๐ค (at least in OFP times)
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
setDamage? sure
k
if set damage is used will Arma default an xplosion?
or do I have to attach that
natural ka-boom
flyInHeight 20 limitation is only applying to planes according to https://community.bistudio.com/wiki/flyInHeight
Helicopters can go till 0.
^
@past sun good to know, maybe 20m (60') is low enough.
you could also record your flight and play it (BIS_fnc_unitPlay)
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
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.
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
^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.
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)?
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
Just linked you
Oh wow, you're on it. Thank you!!
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?
I believe this would suit #arma3_config more ๐
I got Fallout 4 to keep me busy so cant really sort you out with that. Basics are in the WIKI
leave the institute alone ๐ข
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.
documentation is pending, but @plush sapphire found a line to add to description.ext, enabling some if not all of the modules properly
hides
grabs him from behind the couch
HAH! I have no couch
oh shโ that was a raccoon! ouch ouch let GO of me!!1
the hell..
just let them do their thing, then they wont bite anyone 
regular all day banter... no worries ๐
hey is their a way i can delete defualt trrain objects
@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
No
@dim kindle you may have mods enabled, because this is not the default Editor behaviour.
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;
hide module?
@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?
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 ๐
thanks
my disturbingly parallel forests need your help
๐
@eager hull for now you can use ```sqf
{
_x set3DENAttribute ["Rotation",[0,0,random 360]];
} forEach get3DENSelected "Object"
with the eden console?
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.
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
Anyone have issues with the land module where helicopters wonโt land but they just hover over the LZ? And how to fix?
place an (empty) helipad at the position where you want it to land, that should fix it
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.
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.
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
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
*magic*
I get quite alot of those reports lately. Everytime I ask for a repo mission, the issue is gone ๐
I had it with a vanilla mission aswell (exculding eden)
not sure how I messed that up considering its a single checkbox
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
@waxen summit through scripting yes, not through Eden only
Okay so I never figured this out, in some scenarios itโs 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 donโt know how to do this
with #arma3_scripting
Alr
Are vanilla scenario missions usually more popular than missions with like 4 mods?
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.
Where can I find bushes and trees in the editor?
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
it'd be great if BI added those to the editor someday
Roads and small paths and stuff like that aswell
it would imply the support for "only" 3D modelsโฆ but yes
roads would still be useless if not baked within the terrain I think
I know that Cup adds roads to the editor, I'm talking purely cosmetic though so
then yes
3den enhanced is essential when I make missions
how can i exec a script at the moment Eden is fully loaded,like after choosing the terrain in main menu?
That's a question for @plain gale I believe!
i believe it has something to do with add3DENEventHandler
but which one?i need one foe new scenarios and opening existant ones
I believe there was an init3den.sqf or something like that, that would fire in Eden only
@fallen prawn init3DEN.sqf
https://community.bistudio.com/wiki/Event_Scripts
thanks a lot,will read through this
dose Get In Nearest work for buildings ?
@sick pollen most probably not
buildings are not vehicles, so no
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
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.
Does anyone know of a Pearl Harbor map for Arma 3?
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
After more testing, they dont even open fire upon OPFOR.
@wispy wedge
Are the groups set to careless behavior?
I may be wrong but dont they start as Careless already?
They were like at least 5 feet apart and at move 20 - 30.
Units should start as 'Safe', not 'Careless' @wispy wedge
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...
no, not the offroad, I mean the V3S, the praga truck
the wrecked one?
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.
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.
@fervent phoenix try looking with https://community.bistudio.com/wiki/animationNames , you may get something usable with animateSource
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
huhu ๐
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?
@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)
Thank you! Does this restriction also apply to createSimpleObject ?
https://community.bistudio.com/wiki/createSimpleObject
One of the examples seems to show you can simply refer to the model.
I believe that should work, although it's primary for terrain making, since it is available in L3DT (when importing the asset lists)
@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?
it's usually "<modname><pboname>\path\to\file", but depends on how it got packed
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?
the path should be ca\structures\...\something.p3d
@dim kindle
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
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
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?
nah, compositions are just "a bunch of objects" and not a type in itself
deleteVehicle _pvtPartz;
๐
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
Make map, you meaning make terrains such like Stratis, Altis, others?
Make missions is always easy to do
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
So basically you wondered how to make proper missions?
yes
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 :)
I think you are searching for https://community.bistudio.com/wiki/sideChat
no, I mean : press 0 --> Support and there is "Launch the assault"
or press 0 --> Custom and there is "Launch the assault"
@rough tulip see https://community.bistudio.com/wiki/Mission_Design
(this page is not well linked, too)
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
thanks a lot @prisma oyster will check it out
Mistry: https://forums.bohemia.net/forums/topic/190820-thegens-guide-to-mission-campaign-making/ also has some video tutorials linked
@hallow osprey thx dude
thanks, everyone
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
the source particle is reddish/yellowish iirc, so yeah
I see, thanks
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 ๐ 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 ๐
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 ๐
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).
Then i guess ill start investigating how to get to the respawn templates ๐ thanks for the lead
Yup, was apparently set to the Survivor-presets in Eden ๐
How do I make it so, if a specific person kills another specific person itโs a mission fail, but if the enemy kills them it doesnโt do anything?
Like if the player kills his teammates it fails you but if the enemy kills them nothing happens
@waxen summit use a "Killed" event handler, a #arma3_scripting topic
has anyone figured out the economy system from old man?
and if so how do you set it up to get a market working?
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;
Hello id like to ask about leaflets from planes.. I made own picture for leaflet and used it in description.ext. Like from tutorial here https://community.bistudio.com/wiki/Arma_3_Leaflets#Custom_Leaflets
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
I dare assume so since jpeg is quite a different kind of encoding then any of the ones used in paa
from the top of my head safest bet is to make base images in TGA and export to PAA
@woeful raptor i know that but id like to know where shoud i put picture in the way that pic will be shown ingame
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
did you export that jpg as a paa? else you will have to resolve that first probably ๐
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
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
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
๐
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 there is my code for a custom leaflet with custom picture ["init", [this, "intel_1.jpg", "your text"]] call BIS_fnc_initLeaflet;
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 ?
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?
No crosspost is allowed
Crosspost removed - and user warned. ๐
no is this the channel for eden editor right?
It is, but no crosspost
it is a question for my eden editor
Crossposting means posting in multiple channels, not wrong use of a channel
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
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 ?
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
@patent thorn If you don't need the trigger to be Server Only, you can have the Condition include name player isEqualTo "SKOLX"
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?
oh @kind prism where do i put it im a debug console?
triggerโฆ conditionโฆ *hint hint*
oh ok thank you very much brother, im so dumb at this kind of things
Hey, how do you switch to another character from the same vehicle in Eden ? I have Apache and want to use the copllot. thx
Check Playable?
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
@prisma oyster it is not working for me check #screenshots_arma
Mad props to whoever made the C-RAM mod and the incoming alarm mod
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
@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];
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 ?
{ triggerActivated _x } count [tgr1, tgr2, tgr3, tgr4, tgr5] > 2
```๐
@spring pulsar โ
@prisma oyster Super that worked....
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?
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...
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)
As a completely different mission, yes, spawning a part of a terrain on a different terrain, no
Ok, but I can load in different missions. That works
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
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.
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?
you would need to delete this trigger with another timeout trigger I believe
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
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
]```
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
hi, someone know how fix this error? I/O error: Wrong MDL version
depends where it comes up
blender
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.
lol thx
How can I create a task like โsurvive 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
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?
Is it possible to place a custom marker (e.g. carrier_01_icon_ca.paa) on the map in the editor?
CfgMarkers are not available to modify in description.ext IIRC. However you can use Event Handler and drawIcon command maybe?
@small patrol The marker does not have to be dynamic. I just want to mark the static USS Freedom aircraft carrier.
You could use drawIcon for static marker anyways
If you don't want to use MOD, that's the best way I guess
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:
- 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)
- u add markers via the markers category in the eden editor
And it automatically shows up on the map
i mean i want a physical map as an object where i can see the map on
Mods
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?
that would be quite complicated
i don't think that this is even possible at all
i have a vehicle respawn in singleplayer for a uav MQ-12 Falcon. but i can't get control over it, any hint?
You can't get cantrol over the UAV?
@rotund comet
player connectTerminalToUAV uav1;
Connect the UAV to the player terminal after the respawn.
thx. maybe also the uav vehicle crew needs to be added
does attaching players to vehicles work presentably in multiplayer? I only ask because I cannot test before attempting.
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
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;
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?
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
you can just link the unit to a unit of the other side and then unlink them @dim kindle
yeah but i actually wanna convert them over to the full unit of the other faction not just their faction standing

you mean, Rifleman(west) โ Rifleman(east)? yep, have to create a new one
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
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.
Which one? @timid ridge
G'Day, is there a way to make a player change faction mid mission?
yes
.. okay how do i do it?
via #arma3_scripting!
[player] join (createGroup east);
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!
if you allowDamage false the building, it will never be destroyed
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
oh, I got your question now - my bad.
hmm the thing is that depending on the building, parts of it could disappear!
I think the building would need to be set up to allow for what you want it to do.
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
All of Arma is a hack, you just need to find the right workaround.
I'm gonna need to hang that on my wall
You can try to bend reality to your will OR you can bend your will to reality... the choice is yours.
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"?
Sync them, and look up a init to remove the smoke effect
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
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
you can veh lock 3 all the other vehicles
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?
check the https://community.bistudio.com/wiki/lock page; this command concerns the vehicle only
why not just select them all and do them all at once?
@prisma oyster
who were you talking about though? ๐ ๐
Someone asked if theres a faster way to disable simulation on a lot of stuff than doing every piece individually
@haughty verge
only the vehicle is concerned by the lock.
so lock 3 will prevent any player unit to enter
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.
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
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
Latter
Some of vanilla vehicles don't have proper configurations, so might behave โwronglyโ. But most of the players don't care with them so Modders don't, I guess
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?
what rule is this?
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
oh sorry thnaks @haughty verge
12) Do not type in all capital letters, all bold, or in a non-black font
rule indeed:
https://forums.bohemia.net/forums/topic/54604-forum-rules/
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.
in SP, you would have to use onPlayerKilled.sqf and selectPlayer
ok.. :>
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.?
Hey does anyone how do you set the camera rotation when on a keyframe?
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
I think they have a discord, might wanna ask there
thanks
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
oooh ill look into that. i figured it'd be an eden editor thing.
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.
afaik the range can only be changed with configs (see: https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference#class_AirTarget)
although you might be able to script something with vehicleReceiveRemoteTargets, setVehicleReceiveRemoteTargets, and similar methods
So, if I were to use "class AirTarget" I'd be able to reduce the engagement range?
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
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
you could disable it and only activate on trigger
So, in the drone i'd disable data link?
never tried it ๐ค
and then when OPFOR enters the trigger it runs "setVehicleReceiveRemoteTargets"
Humm
But then it would know about all the other targets
Hello please someone help me about editing
โSomeone help meโ won't help you while you don't reveal what's wrong on your developing
I done know how to edit the thing I want that why Iโm asking
What thing
I want to set command like for example I want to move the car from A to B but when Iโm click play or start or whatever the car will follow my command to start move A from B

You know what I mean
I see no problem there? Or because I'm no English speaker?
Trigger, radio command, waypoint?
But I donโt know how to do that Iโm just new
Do you have video tutorial or something
No
But you good at editing right?
Huh
Let me ok you so we can talk
Let me ok?? 
- Put
bool = false;to player's Init - Make a trigger
- Make Activation Radio Alpha
- Make On Activation
bool = true; - Make a car
- Make two waypoints for the car
- Make first waypoint's condition
bool - Start mission and press 0-0-1
I think?
Let me try and I will let you know
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?
There's no unit-to-unit link IIRC. Only unit-to-side-to-unit link
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 youโre done
This is wiser, didn't even use synchronize with trigger much so forgot this feature
I donโt make mods so
?
Youโre a veteran/mod maker and Iโm just a guy that likes to watch cool battles
Then what?
Nobody knows everything @stiff quail, and knowing one thing is not making someone above someone that knows something else ๐
๐
Do you guys know how many GB in Arma 3 with full dlc
62,4 Gb
without CDLC ^
With
Oh thanks you
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?
@dim kindle if you want to have help, see one of #arma3_scripting, #arma3_scenario or #arma3_editor. If you want to "hire" someone to do missions, advertise in #creators_recruiting
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
with custom sections @hallow smelt
see https://community.bistudio.com/wiki/Arma_3_Debriefing#Custom_Sections ๐
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.
@haughty verge I suppose the syntax is shared with https://community.bistudio.com/wiki/createDiaryRecord
<marker name='enemyBase'>161170</marker>
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
yes, you can create it in Eden with >20m altitude then setPos it
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?
for example yes
or create it high and teleport it low
ah ok thanks for info ๐
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?
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.... ๐ฆ
I donโt really know, but when I use triggers for when someone dies, it is ccc !alive Person,
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
๐คฏ
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.
@dim kindle make their behaviour "SAFE" in waypoints
K thnx
@prisma oyster
How do I make it safe?
nvm
srry for ping
just found out
Some bad things mustโve happened here
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.
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
There're FIA factions on each sides (BLUFOR, OPFOR, Independent) so use other side's FIA to make them hostile each other
What icon?
all the unit spawn icons
no can do unfortunately @dim kindle. and it's a pain in 4K (same with the mini-cursor ๐ )
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
;
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";
solider instead of soldier?
thanks very much i didnt see that
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
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
Yeah, I've been trying to figure out the differences between MP and SP coding. Any good tutorials someone can point me out to?
Wait, even objects init are run client side? IE AttatchTo?
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
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
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explosion
will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.
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 ^^
I can see that locality is a pain
oooh yes.
https://community.bistudio.com/wiki/hideObjectGlobal
This command is designed for MP. Hides object on all connected clients as well as JIP. Call on the server only. Can be used on static objects. In SP this command behaves just like hideObject.
Is remoteExec really necessary?
if the EH does not trigger on the server, yes
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Explosion
it triggers "where explosion is local", so not especially on the server
But if players are, say, within 500m ( well within hear and maybe visual shot) is that considered local?
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)
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
hopefully sometimes you "just" have to adjust locality and it runs like a charmโฆ
sometimes it's a full rework, too
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
Composition name?
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
There's no point to remove your question
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.
you can make a black screen with e.g cutText or any other UI command yeah
thanks i'll take a look
Should "Server only" on triggers be ticked on in case of MP mission?
it depends ๐
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
A bit. I'm still reading about locality
how do i make ai fire artillery thing in arma 3 at speccific target
: (
He has been redirected back here as it is an editor question.
@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.
The same as headless clients, transfer them AI
after reading through monsoon's headless client guide, I think I might be in over my head right now
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?
modelInfo cursorTarget @lucid comet
but not all terrain objects have classes (e.g trees, bushes)
thanks a lot!
it says missing ; also, it does not seem to work when i try to execute it as modelInfo cursorTarget;
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
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
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?
You have to give the independent a guard waypoint if I remember
when I spawn them, each unit get guard waypoint
Do they move
Yeah, if theyโre enemies maybe put a hide and show module and sync it so that they will appear when you want them to
I want them to do everything possible to not let me activate the trigger
If itโs 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
I will try to change the waypoint
Ok
Do I need any new software or applications to create a terrain in arma 3?
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
Thankyou tho
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.
? 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
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
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
Then make it boolean
unit1 == player```something
if I'm Zeus and I take control of said unit, will that statement be true or is Zeus not treated as a player
Then maybe cameraOn
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.
is there any way that i can make ai drop bombs from an airplane on a specific target?
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
you should pick one channel only, and you would get redirected (without warning!) if said channel is incorrect ๐
Gotcha thanks!
as for the ready area, you can make an ammobox use Arsenal (see https://community.bistudio.com/wiki/BIS_fnc_arsenal)
and for the teleportation, see setPos!
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.
ah, a voting system is way more complicated yes
if you set a timer, it's easier ๐
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 ๐
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";
};
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?
getMarkerPos does get the position of a marker (as the name suggests), so yes
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.
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?
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
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];
};
Thank you. I will save this and figure out how to properly apply it.
if needed, #arma3_scripting is here to help
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
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)
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?
without scripting, yes
is there a way to have infinite ammo? specifically in aircraft
trying to make gun-only dogfighting
You can use a script to reload ammo everytime it fires
Iโm 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
Oki
how can i script a mission so that when a laser target is detected, a bomb is dropped instantly on the target ?
Might be smarter to use one of those support radio call-in's
does that call a drone? , or does it spawn a missile or something like that ?
I think you can script what it does, not sure
dude i am totally lost on the scripting thing
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
alright ty
do you know a good source where i can learn how to make advanced scenarios in this game?
the wiki is a good place to find out about comments
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 .... ๐ฆ does anyone have a better solution?
Custom difficulty settings.
@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.
reading a map mid game is pretty inconvinent
idk what you mean @half pendant ???? i look at my map mid game all the time, not inconvenient and very helpful
mid-fight is another story
how about mid-flight ๐ Im always opening and closing my map while flying rotary
reading map is inconvenient because the position freezes so weird buggy stuff
Dedmen pls fix
you should tag him properly so that he notices
picklededmeeen!
mfw its night and i cant read my map
using ace?
make sure you got a mag light in the inventory and light it via ace self interaction
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
ยฏ_(ใ)_/ยฏ
For ACE medical, do I need to enable revive mode under multiplayer parameters for the revive section to work? Or does ACE overwrite that
there is no revive
you dont need to, all you need is medical supplies
@haughty verge
What is the better totally not 40k mod? Grimdark armory or there is only war
They have different approaches so it depends on what you want.
Also wrong channel..
not the reloading time, but the time it takes the shell to reach the target
Oh
Thats sort of like asking the earth to turn faster or slower
setAccTime ๐
ty everyone :D, i am trying to create a mission that is kinda arcade-ish
so having bullet travel time is kinda irrelevant
you could "just" script shells on the ground if you know how to do
Changing the velocity of a shot would mess up the ballistic arc. So no. Do what Lou said
If I disable Dynamic Simulation on Artillery Providers, will they still provide support when players are out of range?
no - exclude them from DynSym @uneven badger
is there anyway i can make an ai airplane drop bombs on a specific target (like a house)
War crime time! :D
One way is make a (laser) target and use fireAtTarget
Yes
Does disabling simulation on static props such as Sandbags improve, in any way, FPS?
Bit, but not significantly AFAIK
https://community.bistudio.com/wiki/Arma_3_Simple_Objects#Performance
This section might helps you
static props don't have simulation to begin with soooo...
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?
The checkbox is buggy IIRC
simple object checkbox is only available for objects where it makes sense (which static objects aren't)
weird question
weird answer then
but i keep spawning in the middle of the ocean on my map
how do i fix that
??
sry
which map? we need more details
map/terrain or mission/scenario
the one with atirta?