#arma3_editor

1 messages · Page 37 of 1

hidden nymph
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athirta

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and im in 3d editor

vestal perch
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whats athirta?

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you should know what terrain you have selected

hidden nymph
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altis

vestal perch
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👍

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did you place down a unit?

hidden nymph
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yea

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and i made it playable

vestal perch
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you need to make it player

hidden nymph
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can i send screenshot in DMs?

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ik

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i have

vestal perch
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you can upload screenshots somewhere and link them here

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if you are in editor and hit preview it starts the game playing the unit that is set as the player

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player and playable are different boxes

hidden nymph
prisma oyster
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perfect

hidden nymph
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nope still spawning in watar

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water*

prisma oyster
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maybe a "respawn on start" setting in Eden

hidden nymph
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where?

prisma oyster
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in one of the top menus, maybe Mission Settings, I don't remember :\

vestal perch
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isnt that spanwing as zeus

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thats zeus menu right?

hidden nymph
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yea

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nope still in water

vestal perch
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I think if you want to spawn normally you need to disable the zeus stuff

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or do you want to move the zeus location

hidden nymph
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wait is it possible to have zeus and have a normal spawn?

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like not spawn in water

vestal perch
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you are not spawning in water, you are spawning as zeus which is a flying camera.

hidden nymph
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im spawning in water

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not as zeus

vestal perch
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the character is in water?

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then why your screenshots are from zeus mode?

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oh the tiny blob in the sea is the character?

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then idk. its probably the zeus that is messing it up somehow

hidden nymph
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so its not possible to have the zeus thing and a normal spawn?

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this pops up when i load arma

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can this be effecting it?

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@vestal perch

vestal perch
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ah

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you are running million mods

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yeah something is breaking your game

hidden nymph
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ok

vestal perch
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if you ever get popups like that they should not be ignored

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broken mods lead to problems

hidden nymph
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feck

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what mod is it?

vestal perch
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how would I know 😄

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you got to figure that out yourself Im afraid

hidden nymph
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ok

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thank

vestal perch
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turn them off one by one and see where the problem goes away

hidden nymph
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ok

broken inlet
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I'd recommend trying without any mods first to see if it works then

hidden nymph
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ok

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thanks

broken inlet
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Otherwise you might spend ages booting the game up again and again just to find out that its broken even without any mods

torpid turret
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Remove 1/3 of your mods at a time to quickly narrow down what group the offending mod is in. Alternatively, remove them all and start 1 by 1

hidden nymph
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ok ty

hidden nymph
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is there any way to make arsenal full? llike everything inside of it is infinet and available other then individualy clicking everything

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??

broken inlet
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do you mean when you're making an arsenal with something like an ammo box?

last aurora
dim kindle
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hi guys, is there any way to have a new flag marker without an addon ingame ? if not i could pack it in my island, but no clue how....

half pendant
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@hidden nymph is your spawn point on the water? If so then you can’t spawn there

hidden nymph
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it isnt lol im not that dumb

dim kindle
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anyone use the ACE mod know how to make it that everyone can see proper ACE information and not just medics?

like so a rifleman can get a pulse and see like "120/80" instead of "normal"

fading goblet
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simply make all units a medic

haughty verge
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when using the sector module and sector control modules, is there a way I can hide the objective on the map from my players until I want them to?

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i dont think show hide works here

dim kindle
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how do i enable debug console on multiplayer missions when admin logged?

sullen mauve
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Is there a way to fix ai where if you shoot near a large group of civs they dont just go into a big circle

vestal perch
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what would you want them to do?

sullen mauve
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Just randomly walk around an area

vestal perch
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even after the shooting?

sullen mauve
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Trying to make a mission where you have one shooter and you blend in with random civs

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yes

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its like a remake of a mission me and my friends played

vestal perch
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Id guess you have to play with the disableAI script and possibly any other that affect their behaviour

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not saying Im 100% sure it can be done as you want but maybe it can.

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Might not be simple though

sullen mauve
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Yeah would be hard I think

loud hull
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is this possible to do in the editor? make players spawn in a seat on a c-130, make it an arsenal and when they're ready they can select the halo jump command

vestal perch
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sounds possible

loud hull
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can you access ace arsenal inside a vehicle?

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if said vehicle is an ace arsenal of course

vestal perch
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Id say yes

loud hull
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okay cool. gonna test it now. thanks

vestal perch
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or the arsenal is something attached onto the plane thats positioned in front of the player

loud hull
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like a strobe or something?

vestal perch
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strobe would maybe look silly

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but a box or backpack or something like that is what I had in mind

half pendant
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Didn’t there used to be an option to walk around in the C-130 and the bigger planes

vestal perch
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there has been static walkable versions of planes.

half pendant
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i remeber being able to walk in it while it is flying

hidden nymph
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Hi

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can someone halp ples?

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with arsenal

small patrol
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Nobody can help you since you provide nothing

prisma oyster
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@hidden nymph if you don't state your issue, we cannot help indeed 🙂

hidden nymph
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oh sry

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so i made an arsenal in eden. Everything enabled

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but when i host a server with that only a few things show up

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but i just checked and it has everything infinet

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i can send the export of the sqf and a screenshot if needed

hidden nymph
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@small patrol @prisma oyster

prisma oyster
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where do you run your sqf?

hidden nymph
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wdym

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i just clicked export

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and i copied the thing

prisma oyster
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…I will need more precise details though 😅

hidden nymph
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better?

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@prisma oyster

prisma oyster
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oooh, ACE Arsenal.

hidden nymph
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yea

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so uhhh what should i do?

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@prisma oyster

prisma oyster
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IDK, IDK ACE ^^ (dang, allcaps #rules)

hidden nymph
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read em

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so can someone help ples?

half pendant
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Don’t use ace arsenal

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Just use normal Arsenal

random kayak
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Hey wot I need to have jet rearming in the mission at main base

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err nm the hemitt ammo does it i guess

sullen mauve
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How do I stop civs from walking through walls

vestal perch
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what kind of walls?

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are they real part of a building or placed by you

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server lag can cause characters to look like they go through walls as their position tries to compensate

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characters walking inside building path ignore objects in front of them

haughty verge
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when you are doing your op missions, what do you guys like to do with the unused bases on the map?

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do you make them all enemy?
do you leave them unmanned (then people probably ask why that base has no one in it)?
do you just hide the base?

fallow whale
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Depends where abouts it is, normally I leave them unmanned for reasons of fps. But I put a marker on the map stating you shouldn’t go near it or you’ll be killed or something. If you really want to, you can put a few static mgs or launchers just to steer players away, I wouldn’t recommend flashing it out if no one is supposed to go near it, just because of FPS

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If the base is quite near an objective then yeah, put some enemies there, but not too many

haughty verge
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yeah then if they continue to move where you dont want them you can just zeus in some more things to kill them off i guess

fallow whale
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Yeah, or some light artillery near them (not near enough to kill them) but enough to scare them off

haughty verge
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if I sync the respawn module to some units, will it only let those units use that respawn?

sullen mauve
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placed by me

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what is the best image size for a sign like this

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]

haughty verge
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i believe it scales

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but not 100%

vestal perch
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@sullen mauve placed objects, especially if there is a lot of them can get ignored more easier than terrain objects.

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so you will need to make good path waypoints for the AI or accept that the pathfinding can get simple

sullen mauve
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Yes okay thank you 🙂

haughty verge
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anyone else having trouble using the Emitter 3ditor? It looks like the mod is broken.

vestal perch
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broken how?

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and did you get the latest version?

haughty verge
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i got the version that is on the workshop

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any time i try to Alt-A an emitter i get a script error

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can't change emitter classes for light emitters as well

vestal perch
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judging by the comments on steam it may be broken atm

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you can always join the developers discord and ask there.

haughty verge
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i was just in there. last post was jan of this year

vestal perch
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did you post yourself?

haughty verge
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yes. we shall see how long it takes

vestal perch
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if hes no longer around then you got to figure out something else

haughty verge
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his last update for the workshop was Feb, he can't be gone yet lol

vestal perch
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then you wait.

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its not like mod makers are around 24/7

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this is a hobby after all

haughty verge
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there an easier way of searching through the cfg viewer? because RHS's class wiki is currently not working

small patrol
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configClasses

sonic lava
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Hey all! I have been trying to see how to create reinforcements that are called via radio. I don’t really know where to start and I could do with some help. Thanks!

plain gale
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Create a group -> set two waypoints

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the first one in front of the group, the 2nd one where you want them to go

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create a trigger and sync it with the first waypoint

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Set the trigger to be activated by a radio

dim kindle
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I need help. I've weatched tutorials but I don't have a modules option to set tasks. I'll be in then general chat

prisma oyster
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no, be here here ^^

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this is where you can find help about modules @dim kindle

dim kindle
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I've tried watching vids. Nothing works. I'm willing to stream and chat for troubleshooting

plain gale
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What module are you using @dim kindle

dim kindle
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Create Tasks and Respawns. No tasks work, respawn spawns me in ocean, doesn't let me select roles. Pretty sure this is just a busted game

vestal perch
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@dim kindle are you running mods? If yes, turn them off and test if things work. It is possible for mods to break stuff.

dim kindle
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No mods

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Saw that vid and 3 others none of em work

plain gale
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Can you post your mission so someone can take a look at it?

dim kindle
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I'm willing to stream my game

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I'm in general 1

plain gale
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I don't wanna watch a stream.

dim kindle
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It's me actually in the editor in real time lol

dim kindle
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It seems like in order to get any trigger to work you need to go into the game files in example. I have multiple classes to respawn in as, but in order to make them all available on death I need to go into the game files. Same with downloading tasks and killing targets. I've decided not to fool with it. Strange they have an editor but in order to use it you have to learn txt codes. Bad development move

prisma oyster
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you need to go into the game files
huh?

dim kindle
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Yarp. Got to go into your documents and edit your mission scripts

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You can't just lay down a download set task marker, link it to a laptop, and lay a trigger. You got to do a bunch of other bulogna on the back end

prisma oyster
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well, yeah - they provide a lot of stuff script-free, but at some point for advanced stuff, you need scripting

dim kindle
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Welp I don't know this game's language so the editor is dead to me. Unsure why they didn't allow placing objectives through connections. Silly.

prisma oyster
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you can learn or quit, sure

plain gale
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Well I get what he means. Some of this common stuff should be plug & play. But yeah, you need to learn it.

prisma oyster
dim kindle
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All I want to do is have objectives. Kill this guy, download that, kill all enemies in area, escape, destroy item. that's it, that's all I want.

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Place a trigger when dude dies, enemies spawn

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You can't even seem to just simply have a waypoint you walk to to end the mission.

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Operation Flashpoint on the Xbox had a better editor lol

prisma oyster
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dissing the game just because it does not work as you want to is not doing anything.
have a waypoint, walk and end mission is possible and easy, look it up.
@dim kindle

dim kindle
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It's merely just my experience. I've tried watching videos and they are always missing something or not explaining something. Nothing worse than watching a dude select options with no commentary.

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Watched videos on how to end mission, it doesn't end. Tried watching a video on how to activate a task after one ends, it doesn't work.

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I imagine the editor lost it's use after dlcs came out

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It's 6 my time now. I've watched videos since 11am

half pendant
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are you doing it right? I only have 200 hours and i can do that

dim kindle
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I have no idea what right or wrong is, I'm sinply doing what videos show.

fading goblet
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Arma is not an arcade game, nor is its editor... The possibilities are endless without many restrictions, so a simple "drag&drop" solution wouldn't work.

dim kindle
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It would for what I want lol

fading goblet
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And I can't tell if those videos are good or not, or if you made a mistake somewhere... But since many others manage to do it means it's possible 😉

dim kindle
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Literally Operation Flashpoint did all of this with an xbox remote

fading goblet
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but this is Arma

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not OF 😉

prisma oyster
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"OFP Elite had a better editor" yeaaah, riiiiiight!

if you need help, #arma3_scripting is there for you 🙂

dim kindle
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I swear, everything that I want to do here that game did with a few clicks

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Here I can't even walk to a waypoint, or even sync it with another objective

prisma oyster
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sure

sullen mauve
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Is there a way to make the mods server side i have this mod eden extended objects which is like 7 mb but it makes people who play the mission have to download it is there a way to make sure they dont have to

prisma oyster
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not every mod no.

dim kindle
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Can you not start music without some sort of trigger?

vestal perch
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well something has to run the script commands to play it

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how would you want it to play?

dim kindle
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Literally in arma 2 and operation flashpoint you could lay down a trigger and it would work. Now I need 4 things to make a trigger work MAYBE

prisma oyster
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no.

dim kindle
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In order to have a kill target objective, I need to make 4 task pieces. It works, maybe. There's no task completion trigger, only mission end.

prisma oyster
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in Arma 2 you didn't have task module, sooo

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you are comparing apples and oranges, if I may say

dim kindle
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Well the task module can kick the curb, it's made everything harder for no reason.

prisma oyster
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don't use it - less triggers to deal with for you

dim kindle
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Objectives in those games were easy, this is ridiculous

prisma oyster
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okay

dim kindle
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In order to make an objective you need to use tasks.

prisma oyster
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and before…?

dim kindle
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I could use triggers and assign.

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That's it

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Oh I walked here, music plays.

prisma oyster
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there are no objectives through editor in Arma 2

dim kindle
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Oh I walked there, mission ends.

prisma oyster
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yep - whatever you can do in Arma 2, you can in Arma 3 (except waypoints in specific building locations iirc)

dim kindle
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Except for 12 hours in editor and watching videos I can't do any of that

prisma oyster
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it's the same, triggers and listboxes - you must do something wrong somewhere ¯_(ツ)_/¯

dim kindle
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I wouldn't even know where to start. I have no clue why the other two games worked and this one sucks

prisma oyster
dim kindle
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I played it and did it lol

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You're not going to convince me that having to set two tasks, assign a waypoint to an object and adding a trigger to it is easier than move there.

prisma oyster
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call to popularity: everyone says that Eden Editor is way superior to the old 2D one (but hey, they must be all wrong), A2 or A3 - except maybe a couple of aspects as mentioned before.

You can still access the old editor if you want (Ctrl+E iirc)

I am still waiting for your example of something easily doable in A2 editor that is awfully complicated in Eden Editor.

uneven badger
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Is there anyway to get the time left on a countdown trigger?

prisma oyster
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@uneven badger ? (see examples)

dim kindle
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Destroying an object is something that this game needs a billion triggers to do evidently

uneven badger
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Oh I must have missed that one

fading goblet
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tries to add a billion triggers in a mission ... crashes game

prisma oyster
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@dim kindle all I read is mimimi. A real case please

dim kindle
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The last time I played arma 2 I was 7 years ago, Flashpoint when I was 15. I could do those things in those games, I can't do any of them here. Even making a mission where you ahve to stand by a laptop to download intel has videos of people opening game files.

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That's a bust

prisma oyster
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You didn't answer my question. Now get your nonsensical frustration elsewhere, thanks.

dim kindle
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I can't answer it with detail, what I could do in those games I can't here

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That's enough to know

prisma oyster
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that's absolutely not ¯\_(ツ)_/¯

dim kindle
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Look if watching 12 hours of video, and reading hasn't allowed me to download intel there's a problem with the editor not Chrysagon

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lol

prisma oyster
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You are not making a single point from the beginning, all you do is complain that you can't do stuff that you could before. Well guess what, you maybe forgot how to do it, but the editor is not to blame!

dim kindle
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It really is

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Maybe ARMA 4 will let average joes make missions, it seems like the main mission makers on this game discourage anyone whose anyone from doing it because they want their content to shine

prisma oyster
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what is asserted without evidence can be dismissed without evidence

I would like to believe you, but bring me -one- case where what you say is true - I don't know, convince me with something

dim kindle
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I'm not trying to change your mind, unless you have made missions where you have downloaded intel lol, have objectives activate after other objectives, maybe even running multiple objectives, you can't tell me it's easy

prisma oyster
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Just don't tell me that the editor is worse than before - that is simply nonsense.

Yeah,advanced features require scripting - big deal

dim kindle
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It is worse if doing simple things is harder now

prisma oyster
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No. Now stop speaking nonsense.

dim kindle
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Why have I watched 3 videos on how to destroy an item and still can't do it

broken inlet
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Look if watching 12 hours of video, and reading hasn't allowed me to download intel there's a problem with the editor not Chrysagon
Sounds like something you can do with 1 addHoldAction command blep

prisma oyster
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@dim kindle don't know, don't care

broken inlet
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Also the editor isnt at fault for personal failure blep

dim kindle
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Lol exactly

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Well you know I don't know what failure or success is, all I have are these videos and they don't work

broken inlet
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Okay tell us a thing you want to do

prisma oyster
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So others can do it, you can't… everybody else is wrong then

dim kindle
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I assume they don't know how to explain it

prisma oyster
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and it somehow became the Editor's fault.

dim kindle
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It is

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Not a lot of people understand it

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I've been saying I'd even stream my game editor and talk to people for guidance

prisma oyster
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ANYWAY: this channel is about help in the editor. Quit complaining and start looking for help or solutions. If you keep this kind of spam that doesn't lead anywhere, you will be muted
You now have been warned.

dim kindle
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Cool thanks for your help arma people

broken inlet
dim kindle
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shrug

prisma oyster
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Still waiting for you to ask a question.

dim kindle
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Scroll back to the top

prisma oyster
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30 minutes of nonsense for that? No thanks

dim kindle
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Well this channel is for helping not being condescending and not helping.

prisma oyster
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@dim kindle ask your precise question now 🙂

dim kindle
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How do I MAKE OBJECTIVES

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WITHOUT OPENING THE GAMES FOLDERS

prisma oyster
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Task module! You're welcome

dim kindle
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Makes no sense

broken inlet
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(Or alternatively the create task command if you want to do it inside a script)

prisma oyster
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and just so you know, this was not doable in Arma 2 without "opening the files". 2h of ranting for this, you can do better

broken inlet
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Just search for the 'create task' module in the modules page of the 3den editor and place it down

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Then you can set all the relevant stuff

dim kindle
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I create a task
Set a task state
add an object
add a trigger
none of those work

broken inlet
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Are you using the module(s)?

dim kindle
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Dude yes, I'm doing exactly what these videos show, none of it works

broken inlet
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I dunno what the videos show

dim kindle
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After watching more than 20 I don't think it matters what they show

broken inlet
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and if you cant get a 'Create Task' module to work its definetly on you since thats just a few lines you need to type your own creative writing into

dim kindle
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The msot I can do is stream my game and that's it

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Creating tasks is worthless so far

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Unless you know what to put into initialize good luck

broken inlet
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its not since you need to do step 1 to get step 2 to work ThinkRotate

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And why would you need to put anything in the init

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create task doesnt need anything in the init

dim kindle
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What every video shows

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In order to kill a guy I need to type !alive name

broken inlet
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Atleast if you're not going into a super complex mission straight away create task needs no init (afaik)

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Thats the trigger not the create task module

fading goblet
broken inlet
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heh more videos

dim kindle
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I saved it and will watch it later, 10 minutes to make an object get destroyed is woof

cloud sparrow
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lol, nothing of this was simpler in A2 or OFP.

dim kindle
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It absolutely was

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Even more so in OFP

prisma oyster
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@dim kindle example or shut up

cloud sparrow
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and you had to actually use scripting commands for tasks as there was no task framework.

broken inlet
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subjectively maybe, objectively not

dim kindle
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I could do them in those games, not here

prisma oyster
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Final, final warning.

cloud sparrow
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you said you were playing it years ago, I guess you forgot stuff.

prisma oyster
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@dim kindle in your dreams maybe

cloud sparrow
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As there is NO functionality taken out from the game since OFP

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so everything that could be done in OFP can be done in A3

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and oh well, even more! (who would expect)

dim kindle
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Look dude, I've watched these videos and have been on this thing for hours. Unless someone wants to join a stream and help this thing's a bust

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I'm not overly excited to watch ANOTHER video

prisma oyster
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!mute @dim kindle 2d trolling/not answering/flame baiting

winged raftBOT
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Silence!! ò_ó
...
I keel u, @dim kindle!!
Ò_Ó

cloud sparrow
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I'm sorry pal but if you need hours of videos for such simple thing I think you will only find more frustration ahead of you.

prisma oyster
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Come back when you have some time, and a brain.

eager hull
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anyone knows how to rotate objects used in the keyframe animator?
oh and also of you know if it works in MP?

manic mirage
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i'm new to the editor, how do i open a saved map build?

small patrol
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Ctrl+O?

manic mirage
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do i do that in the map itself?

small patrol
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Pardon? Your screen shows what? Are you in Eden Editor?

manic mirage
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yes

small patrol
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Then Ctrl+O

manic mirage
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ok

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thanks

vestal perch
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mission

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map/terrain is the thing you load into, mission/scenario is what you build in the editor.

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important distinguishion because both terrains/maps and missions/scenarios can be made

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but the process is very different

paper breach
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Lol that conversation with Chrysagon is quite entertaining to read.

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'arma 2 and ofp editors better!'
arma 2: this moveincargo heli1
arma 3: drag unit into heli

eager hull
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when I see people saying the 2D editor is better I can't help but to squeeze their nose to see if it honks

last aurora
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tbh, i use the 2d more than the 3d.
old habits...

prisma oyster
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he will be back tomorrow, I count on everyone here to provide answers to his questions regarding the editor.
endless ranting/baseless criticism will still not be tolerated.

loud hull
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if i put a carrier up in the air will it stay there? Or will it fall to the ground or water when the mission starts.

prisma oyster
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stay (it's a building)

loud hull
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okay. thanks.

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i'm just trying to simulate a halo jump without actually needing a pilot. yeah i'll be using a halo script but want us starting off inside a plane

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without the glitching/death it tends to cause by walking around inside the back of a moving c-130

prisma oyster
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Operation Arrowhead had such a mission where the vehicle was locked on its position and was moved randomly to mimic the shakes
you then had to run to the ramp and jump

loud hull
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yea i did it in the past. actually able to run out the back of a moving plane but that was in a pretty old version of arma 3

eager hull
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I think cup has a static c-130

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you can just sit in it
and with some camera shake it'll look just as the real one

broken inlet
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Oh yeah I think it does

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even got the spinning rotors and stuff

sullen mauve
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is there a way to get a police car to use its lights on arma?

#

For ai

broken inlet
#

Propably depends on the police car @sullen mauve

sullen mauve
#

It is a mod

broken inlet
#

Who'd a thunk

silver dune
#

Is that a brony emote?

dim kindle
#

when im trying to use unitcapture (recording unit vehicle) when i play the recording(for both vehicle) they spawn on each other and blow up. fyi its hard to explain. if u think u can help and need to see just dm me thxs for the help

prisma oyster
#

@dim kindle if it is the same unitCapture data you are using, just add some sleep before using it on the next vehicle - else they both will be teleported at the same place… and explode.

broken inlet
#

ConfusedDog of you mean my emote, thats a furret emote @silver dune

ember nest
#

Trying to verify something from a couple of mission creation tutorials. Is it true that if that any mods are enabled while creating a mission they will be required for the end player even if said mods do not add any assets (e.g. nightvision adjustment, ai tweaks)?

fading goblet
#

even worse; if you use created a mission with mods enabled (and content from those mods are used in the mission) then you won't be able to run the mission without those mods present (client or server)

#

if you have mods enabled while working in the editor, but not using content from those mods, they won't be embedded in the mission and won't be required

ember nest
#

Ah okay, that makes more sense. Thank you!

dim kindle
#

@prisma oyster thxs now im have a problem with unitcap firing it wont cap the unit firing (using anti air from the enemy side) any code i need to fix _firingdata = ; [anti, _firingdata] spawn BIS_fnc_UnitPlayFiring;

prisma oyster
#

I have no experience with this one

dim kindle
#

oh thxs tho

prisma oyster
#

sowwy!

dim kindle
#

its np

#

wish arma could make videos on this

haughty verge
#

anyone use the ACE rallypoint module? the instructions on their documentation isn't the best

dim kindle
#

well i give up on editing arma

graceful crypt
#

So, I’m trying to make a pretty basic mission for my friends who just got the game and don’t have any dlc or mods. I have the blufor and opfor bases nearly ready. i just need help with waypoints, objectives, and getting enemies to patrol and players to spawn. I’ve messed with the editor but only just to spawn stuff like 60 something jets but beyond that I’m clueless

#

Btw you might need to ping me cuz it’s midnight for me and sleep calls

half pendant
#

be more specific? @graceful crypt

loud hull
#

you might have to use zeus to make the ai patrol.

graceful crypt
#

I don’t even know how to turn on zeus in the editor

ember nest
#

Ok, I've been trying different things for about thirty minutes and can't turn up anything on search. Is there a way in eden to attach a second group of units to an existing series of waypoints or to copy the waypoints from one group to another?

prisma oyster
#

Copypaste the leader + waypoints, join group to the copied leader, then delete the leader @ember nest

ember nest
#

Oh seriously, I didn't try that? Brb

#

Sweet, a little cumbersome but works. Thanks!

uneven badger
#

Because the AI had the tendency of moving out of the vehicle, I had to switch from orderGetIn to moveInCargo and disableAI "MOVE"

haughty verge
#

any way I can increase the server timeout to where it starts the mission? Or even just prevent it? I don't want my players starting the mission till everyone is in the lobby.

half pendant
#

@graceful crypt by using 3den enhanced you can make your own patrols, or in vanilla you can just make the ai group "safe" and give them waypoints

graceful crypt
#

I see

#

Now how do I assign objectives to objects. The mission im making requires you to destroy 3 jets in the hangers and kill three pilots. Is there a waypoint to do that?

split fiber
#

@graceful crypt my advice would be to look into syncing triggers to tasks. The triggers should reference the objects.

haughty verge
#

are you still able to import .sqf/.sqm text from zeus into your mission?

paper breach
#

yeah

#

MCC sandbox or Ares/Achillies have a function in-game for it actually

#

dont remember which ones have it exactly

#

just a button or zeus module that copies it to your clipboard

haughty verge
#

yes I use zeus enhanced and it has it. just wondering if I can still place that sqf in a init or something. I know 3den changed the structure of the .sqf a while back and I haven't done it since then

dim kindle
small patrol
#

Because you don't need to use this feature anymore

dim kindle
#

but my AI is not acting well with the wp´s i set in 3D Editor....using Takistan Assets from Cup, right configured

small patrol
#

IDK about CUP, as I don't use, but it's really well working in vanilla

dim kindle
#

how can i add a animation to a npc

#

the animation name in the Animation viewer is UnconscioursReviveLegs_A

prisma oyster
#

see playMove/switchMove @dim kindle

dim kindle
#

ok thx

spare portal
#

How do I make AI enemies hold their position/stay still, but still shoot at players if they see them?

uneven badger
#

Do you want them to stay still forever?

spare portal
#

Yes

#

Until they are eliminated

#

And if your able to

#

Any way to make an AI enemy walk in a certain pattern, for example pacing

uneven badger
#

Although I prefer to put them in Safe mode in the Editor, that way they will walk when they are safe, but will go full speed when engaging

spare portal
#

For the stay still but move when engaging

#

is there any way I can set a certain sized zone as to where they can move while engaging?

uneven badger
#

I do not believe so, but I'll summon the all mighty @prisma oyster

spare portal
#

_soldier1 disableAI "AUTOTARGET";

For the soldier1 part, do I just put the name of the AI there, so for example if I renamed the AI joe, it would be


_joe disableAI "AUTOTARGET";
uneven badger
#

Where are you putting this, in a script or in init?

spare portal
#

Id assume I'd put it in init, that is what it shows in the link

uneven badger
#

Are you creating a Sp or MP mission?

spare portal
#

MP

#

After I finish making it ill focus on figuring out how to make it MP

uneven badger
#

if it is to mp you should do
[this,"AUTOTARGET"] remoteExec ["disableAi"];

#

in the init

#

If my locality understanding is accurate

spare portal
#

So I whichever AI's init i paste that into it will Disable their movement?

#

I don't have to make changes to it or anything?

uneven badger
#

[this,"PATH"] remoteExec ["disableAi"];

spare portal
#

And in PATH I would put the mode I would like

#

In which case I would like Auto Target

#

So

#

Basically

#

Paste [this,"AUTOTARGET"] remoteExec ["disableAi"]; into an AI's init box and they won't be able to move

uneven badger
#

No, PATH is what you want, instead of AUTOTARGET

spare portal
#

But I want auto target

uneven badger
#

Oh ok. Then go for it

spare portal
#

Alrighty

#

Ill let you know if it works

uneven badger
#

If you want an AI not to move and not to target anyone you could just do MOVE

#

It will only fire if someone crosses in front of them, because it doesn't disable targeting, but it won't move side to side, so

spare portal
#

yep pretty sure it works

#

Thank you so much

uneven badger
#

Is there any way for a trigger to set off another trigger?

civic laurel
#

i seem to have run into an issue with keyframes. The preview plays out just fine in the editor, but does not start in the scenario, even if i tick the box to play from start

#

is it just broken or is there some magic to it?

#

"event started" field doesnt work

spare portal
#

Nevermind, it didn't work

civic laurel
#

the event fields in keys dont work

#

they trigger immediately when the animation is started, even if the key is not yet reached

#

if the animation is not set to loop, it wont even start

haughty verge
#

so I'm not sure why this is happening now but I can no longer delete enemy units as game master in my editor. I have the module setup zeus -> gamemaster and have all unofficial addons checked

#

specifically can't manage enemy vehicles

broken inlet
#

Vanilla or modded?

haughty verge
#

hmmm seems to be an issue with RHSSAF mod. I am unable to delete all vanilla and RHS and CUP vehicles placed in editor

#

i am able to delete RHSSAF units, just not vehicles

lucid comet
#

Is there a possibility of making an object (with simulation turned on) hover/stay static at a certain position/altitude? Essentially, I want to have an AR-2 Darter hover at a certain altitude while being able to use its turret to scout around.

lucid comet
#

Will check it out! Thanks! However, it sets the ceil and floor of the altitude for flights but does not make it "hover" or stay static at a specific position. @last aurora

#

I tried disabling the AI Pathfinding and also removing the AI from the drone but the drone itself just falls down from the sky.

noble nexus
#

I have been working on a mission where you need to clear out a town and then it unlocks the next objective. I haven been able to get that part working well, but I would like to make it easier to find the last 3-4 guys hiding in the buildings. I think I have seen (in the DRO missions maybe?) the last few guys will get a marker above their head. Does anyone know a way to make this happen? Also bonus question, Some of the guys will wonder off even though they have a garrison waypoint, is there anyway to limit where a group of AI can go?

uneven badger
#

This?

#

@spare portal I'm still not quite sure what you want

spare portal
#

Dont worry, got it working

noble nexus
#

@uneven badger Thank you I'll give that a shot and see if that works 👍

haughty verge
#

what do I need to do to make AI helicopters use their non lock munitions? especially modded helis. put all the pylons on driver or gunner?

prisma oyster
#

For the soldier1 part, do I just put the name of the AI there, so for example if I renamed the AI joe, it would be

_joe disableAI "AUTOTARGET";```

*beep* wrooong

joe disableAI "AUTOTARGET";
```_correct_
@uneven badger @spare portal
eager hull
#

anyone knows how the area scaling grid toggle works?
doesn't seem to affect area scaling or area tools

stark pecan
#

How can I set custom name for a squad and unit in the multiplayer lobby? Tired of "Alpha 1-1, Team Leader"

uneven badger
#

If you're using CBA (which is mandatory) you can type unitname@squadname in the Role description box on a unit

#

the @squadname part only needs to be done on the squad leader, the other members you just type in the role name you want

#

Is there anyway I can check for an item is within a certain are? I want players to plant an IR Beacon close to some boats, but since I made the boats simple objects, they have to plant on the ground

prisma oyster
#

nearestObjects?

uneven badger
#

Another question that should make things a bit easier. If I place an addAction on an empty marker, would it work?

prisma oyster
#

no, markers are not objects

#

what you can do is add action to all the players, with a condition (player distance getMarkerPos "myMarker" < 5)

#

(for example)

uneven badger
#

If action is added to player, condition is evaluated all the time.
That's a bit bad for performance

prisma oyster
#

then check player's distance, add the action, if he goes away, remove it, etc
keep track of the id

#

or don't make the boats simpleObjects 🙂

stark pecan
#

@uneven badger I see thanks.

unique drift
#

How do I add an image to a screen (EX : Rugged Large Screen)? Wanted to make my ops's briefings more immersive

prisma oyster
#

setObjectTexture or change the texture field in the properties @unique drift

last aurora
#

what do you mean with "map"?
terrain or mission?

#

as soon as you place them down, they are part of the mission

#

🤔

#

no, not possible iirc

#

this mapdata (objects like houses, roads, ect) is created while the map is terrain is created.

#

maybe exile is using markers, idk

last aurora
#

@kind prism
good find

kind prism
#

Lose the brackets

steel oak
#

How do I add an image to a screen (EX : Rugged Large Screen)? Wanted to make my ops's briefings more immersive
@unique drift

You can load an image into your mission folder (create a folder and name it images or pics or whatever) and then double click the rugged screen in the editor, scroll to bottom to the texture window, put the path like \images\myflag.paa

kind prism
#

{} these are braces. [] these are brackets

#

Look at the example for the function. No brackets.

#

You deleted the wrong brackets xD

_x call BIS_fnc_boundingBoxMarker
#

["test1", "test2", "test3", "test4", "test5"] if these are object variable names, they shouldn't have quotation marks.

unique drift
#

@prisma oyster thanks for the response, I tried setObjectTexture [0, "C:\folder\folder\texture.jpg"];, this didnt seem to work, do I need to put the image in the scenario file?

small patrol
#

Yes

#

"yourMission.yourTerrain\subFolderIfYouNeed\texture.jpg"

unique drift
#

Ok, I think im on to something. Entered that in, got an error message saying "Picture (name).jpg not found". I've put the image in the mission folder

small patrol
#

Check the path then

unique drift
#

I must've messed it up then

#

I actually tried C.Keonig's method, worked

#

thank you for your help @small patrol @steel oak

knotty drum
#

^ is link to screen cap

small patrol
#

Show us the entire waitUntil code. Error says the error tho

knotty drum
#

@small patrol where would i find that?

small patrol
#

Your code

knotty drum
#

oh the error message just pops up when i place a soldier down on the map from the editor

dim kindle
#

OMG dude the guy with an ' for a username had me confused for the LONGEST time and I feel so dumb now

small patrol
#

Show me your code, or isn't a code by you?

knotty drum
#

i've put no code anywhere

#

i literally just drop a guy down on tanoa or any map

#

and it pops up

small patrol
#

Then that's a MOD issue

knotty drum
#

alright thanks

#

is there a way to hide the pop ups? i already ticked the option in the launcher but they still appear

small patrol
#

Editor shows it anyways

knotty drum
#

damn

plain gale
#

Might wanna report that bug to the mod author

solar condor
#

I'm trying to manage a scenario where a some BLUFOR guards may have to shoot OPFOR raiders every once in a while, I'd like to make sure that any OPFOR units killed by these guards do not drop any items at-all, or alternatively remove their bodies/vehicles outright when killed/destroyed(to prevent players from simply luring raiders into the guards' territory/safezones, resulting in basically free loot :p ).
I wonder wether it's possible to do that by adding some code to the relevant guards in-example in their Init? or should I rather use a seperate script for that?

uneven badger
#

this addEventHandler["Killed",{[objectName] remoteExec ["deleteVehicle"]}] or something like this

#

Oh, you want it on the guards not to shoot opfor besides the raiders?

fading goblet
#

You can change the side of the guards to civilians to prevent them from shooting enemies.
When you send in raiders which should get shot, change side again to bluefor and when everyone dead, remove bodies and reset side again.

solar condor
#

I do want the guards to kill the raiders, as safezone protection (my players are CIV, i've taken Exile as a basis) i just want to prevent my players from using the guards' endless supply of ammo :p

uneven badger
#

Do not give them an endless supply of ammo?

solar condor
#

Right but then the guards will run out of ammo and no longer keep those raiders out of the safezone :)

I did at first just let all Opfor within a certain range of the safezone get deleted, but i'd prefer the guards to just shoot them and have any opfor who's killed by the blufor stripped of the gear upon death since hopefully that doesn't look as silly :p

hard veldt
#

is it normal if I can't make a animation with Miller in the editor ?

solar condor
#

I try to avoid relying on just god-mode, in a previous scenario weve once ended up with a problem where the raiders would just stay in the safezone untill the players tried to get out 🙂 i guess for the sake of ease meanwhile i'll just resort to deleting the raiders instead once they get into the safezone itself 🙂

haughty verge
#

there a way to prevent respawning players from leaving their assigned group in the editor?

void goblet
#

Hello boys. Can anyone tell how to use the old man modulesthonk ?

#

And new functions (BIS_fnc_OM_phone_incomingCall, BIS_fnc_OM_phone_addContact and other)

broken inlet
#

iirc documentation for the old man modules is coming soon

prisma oyster
#

Soon\™

idle rivet
#

my units seems to have suicidal intents, i place them on a building with a guard order they move to the edge and fall 🤔

prisma oyster
#

they are moving back to formation I suppose

idle rivet
#

is there a way to not make them want to embrace the void?

#

if i disable the AI movement they do not rotate either and that's a problem

#

and even with the no keep formation they still go to the edge and fall

prisma oyster
#
doStop _unit;
```@idle rivet
dim kindle
#

How do i spawn bomb

#

I have an airplane that when it flies into a trigger i want a bomb to spawn

#

How do i do that?

compact patrol
#
private _pos = getPosATL _object;
"Bo_GBU12_LGB_MI10" createVehicle _pos;
#

Maybe something like that?

cloud token
#

@idle rivet if you spawn them in when holding ctrl they'll automatically fall into a formation, if you spawn them as individual units and not as a group then they should stay still

dim kindle
#

Uhhm didnt work

#

No explosion no bomb

#

@compact patrol

last flare
#

what Edward said might not be directed at you? dunno

dim kindle
#

I think it was

cloud token
#

what exactly are you trying to do

#

@dim kindle

dim kindle
#

Spawn a bomb when airplanes enter a trigger

compact patrol
#

Yeah I thought maybe you could enter that code in the trigger. Where _object is where you want the bomb to spawn

half pendant
#

With ace you can spawn bombs

dim kindle
#

ace?

half pendant
#

Advanced combat environment

dim kindle
#

And what does that doo

fading goblet
#

it will make your game a lot harder to play

#

not suitable for beginners

half pendant
#

Is a scripty tyat activate bombs

fading goblet
#

what? It's a complex mod not just a script...

cloud token
#

really?

half pendant
#

Let’s u

#

Also

cloud token
#

ace is like, super beginner friendly, it improves so much

prisma oyster
#

@dim kindle forget about ACE, it is not the solution to your issue.

cloud token
#

it makes the game just more accessible for a lot of people

dim kindle
#

k

cloud token
#

what

fading goblet
#

I would suggest to stop trolling in here...

cloud token
#

what happened there lmao

prisma oyster
#

I cleared messages unrelated to this channel. please carry on, nothing to see here

last flare
#

I have a few mods installed and cant seem to get the added vehicles in the Zeus interface

#

Currently dog sitting so I'll post what I mean soon

broken inlet
#

Be sure to set the addons in the game master module to include unofficial addons @last flare

last flare
#

Oh

#

Derp

#

Didnt know you had to do that

#

Thanks @broken inlet

broken inlet
last flare
#

First time zeus and editor user

#

Ares or Zen? Which one would you guys suggest?

broken inlet
#

Zen since ares is discontinued iirc

#

I think ZEN is still missing some features from ares but they're being added continually

last flare
#

Zen is actually replacement for Achilles

#

Not Ares

#

Or am I confused

#

😫

fading goblet
#

Achilles is the successor of Ares
ZEN is completely new but has the same features

last flare
#

Oh

#

Derp

#

Thanks for straightening that out for me @fading goblet

idle rivet
#

ok i confirm it seems to work the doStop

prisma oyster
#

oh ye of little faith

idle rivet
#

it was the "while still being able to turn around and even move to a new position if they see fit." in the wiki that made me doubt, pardon my weakness master kenobi of the editor 😛

prisma oyster
#

thou art forgiven, thou shalt go in peace 😛

idle rivet
#

now i have to change the markers of 30 units as i just discovered search and destroy do not make them move forward if they don't find anything

last flare
#

Welp, respawn dont work properly

#

Like I respawned in the middle of the ocean instead of back on the aircraft carrier

last flare
#

I think it respawned the player where the player died

lost peak
#

What options do you have in your module?

#

@last flare

last flare
#

type, side, show to and notification

lost peak
#

I know the options available, I'm asking what you selected 😄

last flare
#

bluefor infantry and disabled notifications

#

and respawn on custom position in the multiplayer attributes

lost peak
#

and it instant respawns?

#

or you get to choose

#

via the map

last flare
#

30 seconds

lost peak
#

so you see the map yes?

last flare
#

yeah, enabled the choose respawn, going to test

lost peak
#

Ensure you selected select respawn position you'll see the map and the respawn position where the module is with the custom name (if given) etc.

#

If it spawns you under the carrier and in the sea

#

maybe lift the module by a meter

#

but it shouldn't

last flare
#

ok

#

spawned me in the welldeck

lost peak
#

The fine tuning is up to you

#

😉

last flare
#

thank you

lost peak
#

yw

last flare
#

now getting an odd issue, it's just spawning me as a random dude even when I select the Zeus slot

idle rivet
#

does the "get in" marker have to be placed then attached to the vehicle right?

#

like move it over and when the cursor is green release it

#

i'm puzzled, the AI unit have that WP, only one man go near the heli and then start rotating instead of getting in

idle rivet
#

ok further info: this happens only when they aircraft and the AI is on the aircraft carrier, if i move them to the ground it works

last flare
#

how do you export stuff like fortifications and such?

#

I've made a setup id like to use on different maps

#

only problem is that I've saved it as a custom but it's a ship with all the stuff on it for a base, when I place the custom setup the vehicles I placed on it sit underwater

idle rivet
#

alt and pull everything up

last flare
#

the ship is on the sea but everything else is at weird heights

vestal perch
#

you need to store the positions relative to the ship

#

normal composition stuff saves position by relative height

#

so if the ground shape changes it messes it up

last flare
#

aah, so any way to to that? @vestal perch

vestal perch
#

well Im sure there is but cant write such off the top of my head.

idle rivet
#

weird, the more i compose things the more they broke, example: AI have an helicopter, an hold point, a trigger attached to the radio to skip it, another waypoint away, if i enter the heli and run the radio everything is fine and the AI moves to the other waypoint, if i start the trigger while i am outside the AI starts the engine, goes in height but does not move to the waypoint

#

🤷‍♂️

idle rivet
#

is my experience considered normal, or I am just going crazy?

fading goblet
#

sounds like a locality issue (where hold trigger isn't triggered when the called isn't in the vehicle)

idle rivet
#

could be, but it is just doing strange things over strange things, like the aircraft carrier, heli on the AC with AI with WP to enter it does not work, move it to the land and it works, move it back it does not work again; i put a script on the init to disable the AI from moving and they still steer the aircraft, then i had to disable simulation from it completely and it worked, then i added another thing as "say x" and the disablesimulation was not working, removed the piece of code i added and it was still not working, delete the aircraft put it in again and it worked again

#

in some places the "flyinheight" is completely ignored below 50 but if you say 0 it lands, in other places it works

#

i am completely puzzled by the AI and the editor, my mind is burning

fading goblet
#

Well, the carrier is not a solid object so AI will think it's still trying to land/take off on water, which it can't.

#

and it's known that the AI doesn't always behave the way we expect, so trying to script them into doing very specific actions can (and will be) a pain

idle rivet
#

well i tried to make the helicopter land with the land command, it triggered after the waypoint and my pilot landed the helicopter straight into the water, but yes it's a big pain

idle rivet
#

new weird issue, the hold point seems to be skipped even without the trigger activation and the heli depart on his own :/

fading goblet
#

This waypoint type will cause the group will move to and stay at this position indefinitely. Only a Switch type trigger or script command will move the group from the waypoint. While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged.

#

So you should have the AI stand next to the helicopter, set a HOLD WP next to them, on trigger -> move in heli and take off

idle rivet
#

heh, the move in heli does not work in the aircraft carrier

#

also i don't see how can the AI spot the enemies as not even the shore is visible

fading goblet
#

you could make a trigger which uses script to put the AI in the heli (moveInDriver, moveInGunner, moveInCommander, moveInCargo, etc.)

idle rivet
#

yep i think that's what i'm gonna do

#

but that would introduce the issue of players entering the pilot spot and the AI can't

#

i think i would just set the fuel to 0

#

nope now the AI just takes off and crash into the ship

#

and i don't mean on something on his path, it just takes off then lower to the sea level and crash in the ship or land on water, it doesn't happen always but it happened

#

it seems the pilot decide to eject whenever he feels like :/

#

let's see if the allowfleeing fix that

idle rivet
#

nope i have no idea why but the pilot keeps ejecting and the heli crash even if there is a copilot

idle rivet
#

weird i had to delete the whole group and recreate it and now it works

lost peak
#

now getting an odd issue, it's just spawning me as a random dude even when I select the Zeus slot
@last flare If you didn't get this working, if you're using the virtual zeus entities, you need extra setup alongside the gamemaster module to work correctly.

haughty verge
#

Achilles is the successor of Ares
ZEN is completely new but has the same features
@fading goblet

Do you know how to place objects with ZEN in the air? Achilles had a "specify position" option which is not there in ZEN

last flare
#

@lost peak it had somehow set one of the opfor guys as player

#

@haughty verge hold alt

gaunt thistle
#

Hey guys, I'm using the editor combined with 3den Enhanced and I'm trying to give each player in a multiplayer Zeus scenario only one respawn ticket. In the Special States section of each unit's attributes, I set respawn tickets to 1. But, for some reason, I can respawn infinitely. Any help?

dim kindle
#

is there a way to delete something if something gets killed?

woeful raptor
#

I want to use a basicweaponsbox as an object that gets placed (scripted) but it is defaulted full of weapons. I wish to use that box as empty when it spawns. Is there a way to do that? I thought about saving it as a composition but of course I need a classname.

haughty verge
#

@haughty verge hold alt
@last flare

That's only after you place the unit. I'm talking about before the unit exists you can change it in achillies

tender vigil
#

any idea why AI tries to leave one open seat in vehicles and how to prevent that? I fill a vehicle with AI, and one guy always disembarks.

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oh nevermind, they all are trying to disembark

cinder hornet
#

hey dudes

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i got a bit of an issue

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im gettin this error

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.SSS_module

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but i have the simplex support services module installed

prisma oyster
#

¯_(ツ)_/¯

cinder hornet
#

lol yeah thats pretty much my reaction

dim kindle
#

I wanted to make paradrop and when i put the pilot into the plane he starts spinning in a circle with the plane can anybody help me how to fix it ?

prisma oyster
#

add a waypoint?

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@dim kindle and no crossposting

dim kindle
#

Its doing the same when i create a waypoint

dim kindle
#

The editor is broken

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I placed down a squad of 3 civilians

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They are supposed to get into a chopper with waypoint's

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But 1 person in the squad never does

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If im not the squad leader

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then the squad leader will never board the chopper

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and if i am

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someone else wont board the chopper

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how do i fix this

vestal perch
#

does it have enough room?

dim kindle
#

Yes

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More than enough

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Noone seems to know how to fix

idle rivet
#

yep saying the editor and the AI seems weird is an understatement i have poured a solid 18 hours to get a chopper takeoff from the USS freedom and let units fastrope then come back and i'm still unsuccessful at it

vestal perch
#

is it a modded chopper?

dim kindle
#

Nope

idle rivet
#

mine or russians's?

clever crystal
#

there are videos on youtube on how to use it correctly.
Note: tutorials from arma 2 work also in arma 3

idle rivet
#

oh so i can like join in, do whatever the unit must do, then save it and replay?

prisma oyster
#

Air units mostly

idle rivet
#

so like a non-ai unit that walk will not perform it?

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like if I start it, walk in a path, then replay it on an AI

prisma oyster
#

it will slide on the ground

civic laurel
#

Doesnt record animations, if i remember correctly

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Just orientation and position

void goblet
#

Hey. I have a bug with a respawn point selection window. Has anyone encountered this? I thought that it basically doesn’t work for me in any mission, but it works (tested the apex protocol). in the video I demonstrate this: https://youtu.be/7ok3CcYkRXE

clever crystal
#

about the unitplay/capture, i played around with it when i found out about it, and tried with a hemtt....it doesnt really look/sound very good when the hemtt is moving, but the wheels dont turn, and squeak on the ground

idle rivet
#

i think it just setpos and setorientation

civic laurel
#

@void goblet is the bug that the respawn selector works?

void goblet
#

yes

civic laurel
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I dont get it

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I see that youre having issues with it

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Can you share the mission.sqm in pastebin?

void goblet
#

okey

civic laurel
#

I assume you dont have any description.ext

void goblet
#

no and what?

civic laurel
#

?

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What do you mean "what"?

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There's one question there

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Are you asking what description.ext is?

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Tag me when youre back

void goblet
civic laurel
#

And you have no description.ext?

void goblet
#

no, only mission.sqm

civic laurel
#

Ugh, ok

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I'll check this when i get home

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Im pretty sure it's just some silly mistake you made in the settings

idle rivet
#

how do i tell in param that i want to accept an object? with strings and numbers you just put a string or a number but for an object?

sinful zenith
#

objNull

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or any other command that returns a object

grizzled scaffold
#

What’s a good way to determine a realistic insurgent camp location? I’m making a Tanoa campaign.

grizzled scaffold
#

Also, I’m looking to make a persistent mission to practice screenshots. What’s the most effective way to get AI to spawn repeatedly to keep the fight going?

pastel salmon
#

Can anyone help me please

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an error called picture d not found does not start the mission

last aurora
#

screenshot of the message to imgur and post the link here

last aurora
#

link does not work

pastel salmon
last aurora
#

a path to a picture is wrong

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check your paths

pastel salmon
#

ok but is this usually a major mistake in weapons and items or something else?

last aurora
#

this can happen everywhere when a path is wrong

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go through your mission and check the paths you've set to images

vestal perch
#

only if you create a decal

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there may already be some in game too

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I recommend testing how the decals work when placed in editor beforehand though

stiff hound
#

is it possible to disable a Module in 3DEN, without deleting it ?

broken inlet
#

define 'disable'

stiff hound
#

@broken inlet not execute on any kind of mission start

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/ how ?

broken inlet
#

Do you mean that you only want to have a module activated under a certain condition?

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Hm maybe you can use a trigger or something like that to activate it

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Do modules have condition fields? not sure

stiff hound
#

if possible, but currently i just want to save it in the editor -- with the Attributes setup . they have System: Presence tab, but im not sure if it will work like this .

split fiber
#

Is there an easy way to filter out what goes in the arsenal. For example I want it to include everything but the items included in CUP

stiff hound
sinful zenith
#

he wants to filter, not search 🙃

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yes, you don't have to place down a full, unlimited arsenal

stiff hound
#

@sinful zenith its the same thing .
except that it filters by name, and not mod

sinful zenith
#

but you need to white/blacklist per classname

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its the same thing .
no

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filter != search.
filter prevents you from accessing stuff that the mission maker doesn't want you to access

stiff hound
#

its editor channel, not mission making

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do you know the answer on my question above ? :)

sinful zenith
#

if you don't want a modules code to run, remove the placed down instance of that module

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if there is no button for it, its probably not possible

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but if you just want to pre-configure the attributes to use it later, save it as a composition

stiff hound
#

thanks

uneven badger
#

If I place Contact or GM or Apex assets/units on a mission, do players need to have said DLC to play the mission?

small patrol
#

No except GM

sinful zenith
#

for GM they'd need to atleast download the compatability thing from workshop

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which is like.. 20GB download?

broken inlet
#

21 iirc

dim kindle
#

Does anyone know of a simple way to make backpacks placed in editor stay in the position they've been set in instead of just spawning flat on the ground as if dropped by a player?

lost peak
#

disable simulation

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this enableSimulation false;

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@dim kindle

eager hull
#

backpacks are particularly annoying
I think some mods have holders but don't remember their method

dim kindle
#

Disabling simulation still just drops it flat on the floor 😦

vestal perch
#

you would have to attache its groundholder to something and align that

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or create is as simpleobject

cinder hornet
#

is there a way that I can monitor what is affecting mission performance

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so i can see if specific mods or scripts are hving a negative impact?

severe aspen
#

Dose anyone know why a (Place Comment) is consider a addon????? Even tho it's a part of the game.

broken inlet
#

a what ConfusedDog

kind prism
#

Every part of the game is an addon
I think he means the comment bubbles you can put

severe aspen
#

Okay but when I put it on my server it consider a missing addon.

small patrol
#

Never

severe aspen
small patrol
#

The error is not relevant to comments

severe aspen
#

HUH

fading goblet
#

Comments are base game and if attached to an add-on, it would be 3den related.

fading goblet
#

???

vestal perch
lavish radish
#

lol sry

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i removed it

vestal perch
#

👌

terse flicker
#

When you subscribe to compositions from the workshop where does that downloaded file end up?

vestal perch
#

probably same place all workshop addons go?

eager hull
#

wasn't aware you could download compositions from the workshop
its usually just empty missions with just the composition in it

pseudo matrix
#

How to apply Custom Loadouts without Zeus in 3den?

haughty verge
#

make sure you have 3den enhanced

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then you can right click on a unit and select edit loadout

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@pseudo matrix

broken inlet
#

I think you can do that without 3den enhanced too

muted shadow
#

3den enhanced should be mandatory

pseudo matrix
#

Yes, but I'd like to have the ability to enable custom loadouts in the MP Respawn Menu,so people can dynamically chose them to fit their needs.

pseudo matrix
#

I'll try that out, thanks 🙂

pseudo matrix
#

Hell yeah it works! I owe you a Beer @uneven badger 🍻 Thanks!

idle rivet
#

is it expected that the respawn tickets reset if the player logout and login again?

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i have people that circumvent the ticketing system by logging off and on again

uneven badger
#

If I place a trigger with Any Player Present and Repeatable, will it trigger to every player that goes into it? Because I want to make sort of a medical zone that when players walk into it, they get setDamage = 0

muted shadow
#

that is what "any player present" does, yes. It should work.
though, if you use thisList in trigger activation, it will heal all players inside the trigger as soon as any player enters. you can probably work around that if its unwanted though

empty oasis
#

does the show/hide module work globally? if so it will be extremely useful for multiplayer mission flow

fading goblet
#

Show/hide synced objects. They will become invisible and their simulation will be disabled.
Although the wiki page has not been filled (yet), so can't tell the exact ins and outs of it

prisma oyster
#

you could if you read the function! 😛

fading goblet
#

don't make me!

empty oasis
#

ok i think its global

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checked the config
surprised this stuff isnt on the wiki

fading goblet
#

according to the script it's all global

heavy lotus
#

hello

#

i need help i wan to create a parade video but i can't get the vehicles to move synchronized with infantry

woeful hound
#

Might be a stupid question, but I am unsure on how to add weapons in eden so that I can move them around and place them anywhere.

#

In props there is a weapon tab, but it doesn't contain all the weapons available.

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So, does anyone have an idea on how to insert a weapon in the editor regardless of which one it is?

small patrol
#

You meant pickup-able weapons prop?

woeful hound
#

Yeah

small patrol
#

So, like you wanted to place a weapon from, like a MOD?

woeful hound
#

Yeah, exactly

#

I can find all the CUP weapons etc in the prop list

small patrol
woeful hound
#

Thanks

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I found a video

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(for anyone else wanting to do the same)

severe aspen
#

is there a way to turn off player vs player damge?

civic laurel
#

eventHandlers

#

when unit takes damage, check if unit causing the damage was a player

#

if true, return 0

paper breach
#

can you do custom map markers without mods? like taking an image and using it as a map marker

fading goblet
#

not sure if that works in missions though, but you could try

paper breach
#

Ah, i'll give it a shot. Thanks!

short night
#

Popox I love you

#

Your mod made my PFP

prisma oyster
#

@small patrol ↑ 😉

timid granite
#

My missions always end abruptly upon reaching 0 tickets, can i just make it so when there are no tickets left the player just can't spawn in?

vital maple
#

Is there any way to place down a functional door down in the eden editor (That's not a gate or otherwise already attached to a building)? Surely there must be a way? Any mods out there that do this?

prisma oyster
#

no for vanilla
maybe a mod on the workshop

vestal perch
#

Inside buildings and with ai compatibility, no.

#

Arma is not exactly Bob the builder sim

wet kelp
#

Is there a way to turn something over in editor

prisma oyster
#

yes? rotation tool ("3" iirc)

wet kelp
#

Cool thank you

vital maple
#

@vestal perch Not necessarily inside buildings with AI compatibility, It's for a custom structure made with walls etc, and I was wondering If I could just place a working freestanding door and build around it

vestal perch
#

Only with mods.

vital maple
#

Do you know of any good ones for that? I haven't been able to find any :/

uneven badger
#

Why can't the simple object just stay ticked when i leave the game for testing 😢

small patrol
#

It's not compatible with that feature, some said before IIRC. Might wrong

uneven badger
#

I just tested the mission outside of the editor in an MP server and they were simple objects. So I guess they have to be the last thing you do before exporting

small patrol
#

It's an FAQ, you would find some in this server if you search

haughty verge
#

other than ZEC, ZEI, 3den Enhanced, what other editor mods do you like? emitter 3ditor is currently broken.

dim kindle
#

So out of curiosity, has anyone messed with the puddles from CUP?

#

I can't seem to find them in 3den

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and I'm wondering if it's because I need to use scripts for them to show up

haughty verge
#

i just passed by those a second ago, let me see if i can find them

dim kindle
#

They're under the CUPS Terrains mod right?

haughty verge
#

oh the ones I passed by are the puddles from contact. which are under the search "water"

dim kindle
#

Ah dang, can't use those

#

I'm, trying to create a "sewer" system and wanted to include some shallow water for the players to walk through

haughty verge
#

cant use those because they are too small? or because wrong color

dim kindle
#

they're not actual pools of water, they're just a texture for the most part

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They can only be placed on the ground itself, not on another object

haughty verge
#

ah I see. I'll keep an eye out for any cup puddles, but that may be a map terrain asset you can't access

dim kindle
#

That's what I'm thinking, but this guy on reddit made a vague post and made it sound like it was accessible from the editor

haughty verge
dim kindle
#

I saw that mod, was worried due to its lack of updates that it might be unstable

haughty verge
#

worth a test unless you want to go into the terrain builder, which is okay to do but then your players have to download your modified terrain

dim kindle
#

Yeah sadly not an option as I'm hosting this mission tomorrow lmao

haughty verge
#

been there lol

opaque halo
#

hello I need your skills, when I launch my server I get this message: mpmissions__cur_mp.pja307\mission.sqm/Mission/Entities/Item6.type: Vehicle class R3F_DRAPEAU_FR_MIL no longer exists
and the second on another template: No entry 'bin\config.bin/CfgMarkers.Nimitz'.

sinful zenith
#

Missing mods

#

Nimitz, and R3F

opaque halo
#

thank you

kind prism
sinful zenith
#

Can I do something that new objects are automatically placed into currently selected layer? or are new objects always placed in root layer?

uneven badger
#

If you have the layer selected, they should go directly there

sinful zenith
#

do I need to do something special to "select" it? or just leftclick on it once?

sinful zenith
#

Welp can't get it to work, I give up ¯_(ツ)_/¯

prisma oyster
#

that's what sh—

crude blaze
#

Is the "wake-up" ability for dynamic simulation working correctly? Cause i put an AI next to a lot of dynamic enable dudes and they still dont move ( i even checked with canTriggerDynamicSimulation and that is true). Still the other units dont move

prisma oyster
#

it usually works very properly yes

mortal bramble
#

Does anyone have a discord community where its solely focused on Arma 3 Eden editor mission making in general?

#

Where I can also find some cool personal tutors or sources todo stuff?

small patrol
#

Why not here?

mortal bramble
#

I'm just wondering if there's an actual discord community where you actually talk together and discuss things on how it works

prisma oyster
#

…here?

small patrol
#

There's some actually but none of them are active as far as I can see

prisma oyster
#

Although, talking is writing here

mortal bramble
#

Any sources like decent youtube videos on how to create cool cinematics like people falling of from a tower and soldiers running from a strafing run that kind of stuff

#

I know that I could just type it in

#

But I wanna know the veterans recommendation

small patrol
#

If you know nothing about Eden Editor, first you'll need to learn the basics

mortal bramble
#

Already did but I'm pushing more into the moderate stuff

rich folio
#

Yes that is correct to know the hypothetical is one of the fundamental analysis of the concept.

broken inlet
#

ConfusedDog what

pseudo matrix
#

What as greater effect to optimize objects when they are not meant to be used: Disabling Simulation or creating as a Simple Object?

small patrol
broken inlet
#

Btw why is there a single Old man related module thats not in the Old man Modules folder ConfusedDog

prisma oyster
#

I… don't think so, why?

broken inlet
#

the module 'Old man QRF' is in the 'other' folder for me

prisma oyster
#

oh
then: IDK

broken inlet
#

heh fair

#

Feedback Tracker time I guess ablobconfused

prisma oyster
#

email Maruk!

broken inlet
#

hehehe sure, just gonna need you to gimme his email address real quick

prisma oyster
#

super_marek_69@hotmail.com

#

trust me

broken inlet
#

sounds legit

#

Severity is clearly 'Major'

dim kindle
#

Is there a way to make the camera move with an controller?

#

I have an Xbox One Controller

last aurora
#

yes. i think it's camera controlls in the settings

#

you need to map your controller

dim kindle
#

Will it be smooth or will the controls be similar to a keyboard

broken inlet
#

I doubt many people have tried that so you'll propably have to find out yourself

#

although i imagine that using 3den with a controller isnt all that great

kind prism
#

My ORBAT doesn't open the viewer on clicking in map. It opens fine when using BIS_fnc_ORBATOpen in Debug Console, and was copied from another mission where it works as expected. What mission things could be breaking the map click open?

It was ALiVE Advanced Markers

vivid tree
#

How do you set a trigger off after a (hold action) is complete? Thank you

prisma oyster
#

You could use a global variable set e.g to true in the action

modern locust
#

might be a quick question no idea but is it possible to port a workshop campaign in to editor?

prisma oyster
#

"port"?

modern locust
#

i guess edit

prisma oyster
#

extract them? but be sure to obtain permission first

modern locust
#

i wana find a prop that some guy used in a campaign

#

i was searching for hours cant find the name of this thing

#

or just the way that he built it

small patrol
#

You don't need to extract and open it in Editor to get a classname for something in it, you could check it with debug console

modern locust
#

really how

#

like what command or something

#

and until now didnt really know theres a use for the console

small patrol
#
typeOf cursorObject```?
modern locust
#

alright will check it right away

#

@small patrol GOD BLESS YOU SIR!

small patrol
#

No all caps, sir

ebon yew
#

I have some problems replacing textures.
When I create the images in png or jpg format via paint everything works as soon as i create the pictures via photoshop i get no output

prisma oyster
#

@small patrol not his fault if your username is allcaps :-p

#

@ebon yew are their dimensions 2^a × 2^b?

eager hull
#

permaban

prisma oyster
#

@eager hull?

small patrol
#

😩

eager hull
#

not his fault if your username is allcaps

prisma oyster
#

(oh ok. I feared it was about 'toshop)

ebon yew
#

yeah this image is only an example for the setting i used 2048x2048

#

@prisma oyster

small patrol
#

You surely set the texture for your desired something?

prisma oyster
#

well, idk - maybe a bit issue

ebon yew
#

I am pretty sure that it is due to the export setting

somber pecan
#

Hello I'm trying to use the "Hide Terrain Objects" from EDEN for my multiplayer session, I have a bunch of placed modded buildings and items, vehicles, and such. Unfortunately when I put it onto the server and load into the game the stuff the "Hide Terrain Objects" was supposed to hide isn't hiding them is there a way to fix this on my end or?

reef lintel
#

Can someone recommend a map that catches the african savannah/jungle feeling and has nice ground textures + good, walkable buildings?
Like Chongo and Kujari.
Please tag me, as i dont keep track of the chat

#

it does not have to be an arid map. surprisingly africa is not just a desert 😉

vestal perch
#

thats a lot of requirements

uneven badger
#

This may be a stupid question but I haven't found the answer online: is it possible to have 2 different activations on the same trigger? For example blufor present and opfor present?