#arma3_editor

1 messages Β· Page 38 of 1

uneven badger
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Or do I need two triggers and a 3rd one to check them?

fading goblet
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a trigger can only have 1 activation (like presence), although you could use "Any presence" and check if side is bluefor or opfo

royal hollow
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Hey everyone,
perhaps someone has an idea where (and if) I can set this up.
We have the "ASR AI" mod on our server, but for a specific mission I would prefere to not have it. Is there a way to tell the mission to not load one specific mod, even when its on the server?

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I checked the addon-options, but this mod does not have an "enable/disable" function.

uneven badger
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Do the location logic have any in-game benefits or are they only just to mark locations?

prisma oyster
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you can create locations with them (obviously) and also use these as data holders (like "owner", "points" etc)

primal wave
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@reef lintel Angola map. Can be found in Steam workshop (the mod has 2 terrains)

reef lintel
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Yeah thats chongo. Currently creatibg a prototype village there to see if the feeling fitsπŸ‘

primal wave
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@uneven badger You can also "chain together" triggers. By entering " triggerActivated trigger1 OR triggerActivated trigger2 " in the condition field, and entering separate conditions in trigger1 and 2, you can create multiple conditions.

prisma oyster
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Location != Trigger @primal wave?

primal wave
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Whoops didn't read Tyrandar's second comment. Honestly don't know about location logics.

cloud moss
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using ```sqf
get3DENSelected "object" select 0 enableSimulation true

prisma oyster
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especially useful at night for the light setup yes πŸ™‚

dim kindle
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its something eden shouldve been bundled with

prisma oyster
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an on/off button yes
the issue being, if you delete a lit light, the lit area remains (I believe due to accTime being set to 0)

pine garden
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Acctime is clearly 1 since the trees move in the wind for example

dim kindle
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Hey, I'm trying to figure out how to get a helicopter to drop off a unit over water.
Can I get any help?

prisma oyster
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Yes

split fiber
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HI guys, could anyone think why this is being created in me mission.pbo? Blastcore_VEP

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ok, so im asuming because i have Blastcore loaded when i make a mission. Im sure ive made other missions with it loaded... hmmm

dim kindle
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Yes
@prisma oyster
Thanks for the help, couldn't have done without you.
Lmao

muted shadow
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is there a way to clear the chat? kbTell subtitles won't go away after the mission and show up in 3DEN, making it hard to see anything in the lower left corner

pine garden
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clearradio; ?

muted shadow
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yeah, it seems that worked

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thank you

pine garden
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πŸ‘

prisma oyster
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@dim kindle see _unit action ["eject", _vehicle]; and unassignVehicle the _unit too πŸ™‚

dim kindle
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Thanks man

broken inlet
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hey peeps any chance anyone can remember what the website with all the object classnames and pictures was called?

prisma oyster
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…the wiki?

prisma oyster
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Otherwise, maybe AiO

broken inlet
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Oh yeah fair taht exists too, I just thought I remembered there being a seperate website that did itt oo

last aurora
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there are other, but they are mostly modded related. like the one from Uro for terrain assets

prisma oyster
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how DARE you go to other sites Γ¨_Γ©

broken inlet
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Ah yeah I think that might have been the one I was thinking about since I remembering it having objects on it @last aurora

last aurora
broken inlet
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Thank you

last aurora
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πŸ˜„

broken inlet
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Due to the huge sets of data, the wiki is very slow.
yeah thats not a lie

last aurora
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Β―_(ツ)_/Β―

dim kindle
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how do i make a soldier surrender to the enemy side then be liberated is this possible in the arma 3 editor

prisma oyster
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pardon my ignorance but what is the difference between Sphere and Sphere (Geometry) ?
as I can walk/shoot through both

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oh. (Geometry) allows for addAction, that's it

vestal perch
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You are pardoned

prisma oyster
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thank you, m'lord

vestal perch
dim kindle
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I have a problem I gave an alpha the route it will go where I want it to but the other 2 cars are going somewhere else and not following

prisma oyster
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an alpha…?

haughty verge
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any particular reason why as an admin I cannot edit the mission params in game? no custom PBOs, just the base game mp missions

broken inlet
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Make sure that the missions arent running already @haughty verge

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@prisma oyster I assume he means an alpha squad since he mentions 2 other cars

prisma oyster
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can't assume anything Β―\_(ツ)_/Β―

haughty verge
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well the server is set up for an antistasi server but I don't want to have to restart it or ask the owner to add a pbo at the time being or anything. so i did #missions and went to one of the zues ones but I can't edit the params as admin before the mission is running @broken inlet

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the players want a little zeus miniop

broken inlet
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hm odd

haughty verge
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do you have a dedicated to confirm it as well?

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if you could?

broken inlet
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Nope dont have one at hand, sorry

hoary lark
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hey ppl can someone help me with some basic stuff? I want to have a team of soldiers hold their position against Zombies from the Zombies and demons mod, does anyone know how to do that?

broken inlet
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Depends on how complex you want to make the 'holding'

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if you just want them to shoot some zombies you can just place them down in the editor and spawn in some zombies and give them a waypoint to attack the base

hoary lark
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i already did, but all the soldiers did was peacefully walk around, the zombies didnt attack the soldiers either

prisma oyster
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If the zombies are on the resistance side, you have to set the resistance enemy to west

broken inlet
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^

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Click on Attributes and then click 'General' then go to the side relations @hoary lark

hoary lark
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ahh i see

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thx

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one more question @broken inlet can i place more than 1 unit at once? (sry for ping)

broken inlet
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No worries, you can place pre made groups by clicking on the group icon in the top right of the interface

hoary lark
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i already saw that, i am speaking of the zombies because there are no premade groups and i dont want to place them all by hand :/

broken inlet
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I feel like I remember there being premade groups for them

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but you can also select multiple zombies and ctrl c/ ctrl v them

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Although the more units you have the worse performance gets

hoary lark
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sure

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thanks for the help πŸ˜„

broken inlet
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happy to help bongocat

marble atlas
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aight

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i need your help

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so I have a ww2 mod

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and planes can carry 1-2 bombs(fighters)

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what i want is for like 5 of them to take off fly over the target switch to bombs drop them and then switch to guns and engage enemy aircraft

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i just dont know how to make that so please help

broken inlet
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Sounds like the bomb thing might need some scripting but other than that should be doable with waypoints I think

prisma oyster
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maybe a removeWeapon "machineguns thing", then re-add it and remove "bomb thing"

marble atlas
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well i dont know how to script

broken inlet
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The bi wiki has lots of pages of scripting commands

prisma oyster
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@marble atlas look for weapons, removeWeapon and addWeapon commands πŸ™‚

marble atlas
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kk

marble atlas
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I am having trouble getting the names

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Do i just place the _wArray = weapons player; in the init of the plane?

haughty verge
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is there a way to prevent players from starting the game? like keep them in the role selection screen or briefing screen?

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until zeus wants them to?

broken inlet
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iirc you can do that if you have someone logged in as admin @haughty verge

sinful zenith
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but zeus can't

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you can make them all wait for someone to start the game, but once its started everyone can join through

fading goblet
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you can by having a Zeus slot (virtual zeus, not unit with zeus access), add the Respawn template but don't have any respawn locations.

haughty verge
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That'll work πŸ‘

haughty verge
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anyone else have issues with RHS and CUP AI heli crews not firing on ground forces?

quick storm
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Yo guys

broken inlet
quick storm
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i was wondering if it is possible to make something like war thunder's enduring confrontation in arma 3

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basically destroy/bomb enemy factory ( 3 of them ) and then destroy the enemies airfield/base to win

silver dune
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What's War Thunder?

quick storm
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oh just a ww2 air combat game but they have added tanks and boats but the game kinda sucks now

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and the mode i am talking about is imo the only fun mode but it is not always available to play so i wanted to recreate something like it in arma

last aurora
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arma is a sandbox. you can do whatever you want

quick storm
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but tbh i have no idea how or where to begin i have some experience with using the editor but not sure how i would go about it

last aurora
quick storm
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Okay ill ask it soon there thnx guys !

cyan fjord
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Does anyone know any animations in vanilla, ace or the ace animation expansion that looks like the character is pointing at himself?

prisma oyster
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@cyan fjord No crossposting #rules thanks

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Remain in this channel, if someone has the info they will tell you

cyan fjord
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Okay sorry

prisma oyster
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np! πŸ‘

cyan fjord
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found it!

prisma oyster
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gib!

dim kindle
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Dear fellow editors I come before you in a time of need. I am new to editing and have watched hours of tutorials and asked for help on forums but to no avail. What i aspire to achieve is quite simple but i lack knowledge and guidance. I am looking for someone who would be willing to answer a few questions that i have about the editor and mods. I wish to do this in private chat as to not flood this public one and humiliate myself by my level of noobishness.

torpid turret
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Everyone is a noob. I've been a part of this community since 2001 and I learn new things everyday.

dim kindle
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I mostly don't want to get confused by info coming from multiple sources

fading goblet
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Everyone started as noobs and there are (almost) no stupid questions.
So asking your question here will not only help you with the expertise of many people, but also help others who have the same problems as you.

torpid turret
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When you ask and receive an answer, other people learn from it. So, it is for this reason that we prefer to keep it public.

dim kindle
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May i ask you all here now?

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I wanted someone to pay attention and thats why i was aiming for the DMs but if this works good

torpid turret
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Yes, you may.

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Its nice to have someone who is polite for a change.

prisma oyster
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@torpid turret it's 😜

dim kindle
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For starters I'm trying to make a simple ambush with a few uniqueish elements. I have 3 humvees moving in formation through an urban area, at one point the first humvee should get blown up by either a mine or an rpg shot for cinematic value. Only after the first vehicle is blown up will the ambushing force engage the convoy from both rooftops and the nearby alleyways. Another thing that should happen as soon as the humvee explodes is a blockade of the front and rear by 1. a offroad car with a mounted HMG and 2. a truck carrying 2 more insurgents. The remaining 2 cars should try to push while returning fire and ultimatively reach their destination but with severe casualties. Essentially i want that call of duty mission style where you get ambushed and need to fight your way through countless enemies while taking losses left and right to get to your destination only to be tasked with a new mission. If i manage to complete this first part then i will be able to hopefully start on the second more complex mission but all part of the same scenario. I must note that i am using many mods and getting a few error popups.

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@torpid turret how can one call himself a gentleman if he isn't polite when it comes to simple speach?

torpid turret
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Very true

dim kindle
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thanks either way

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I have images of the popup i get when testing the scenario.

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If that helps.

torpid turret
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The first step (and the others may already be typing this) is to think logically

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If / When / And / When type statements will come in handy for determining flow

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If Humvee 1 destroyed, Then trigger Ambush.

dim kindle
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Do note that i am very new to the editor so you might have to dumb down some things.

torpid turret
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Thats why I use pseudo code

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"step through" that which you wish to happen.

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In the editor, you should name your objects (Hum1, Hum2, Hum3)

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Do this for all of your units ESPECIALLY for those you wish things to happen against

dim kindle
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May i send you the image of the popup? I think it has something to do with the humvees.

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As in the mod might be causing all the problems

torpid turret
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sure, send it via DM if you wish

dim kindle
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I unloaded a few mods and i'm not getting the second popup anymore

split siren
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For some reason when I put down a person it is automatically placed down as a player/playable, where can I make it not do this?

prisma oyster
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if there is no "player", the next placed unit is

split siren
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Hm, I already have a player down.

prisma oyster
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You can place one player, place all your units, then delete the first one

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@split siren mods maybe

split siren
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I do have 3den enhanced but it never has done this before

dim kindle
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I frequently use 3den in MP mode and need to make corrections and repeatedly test. As a sanity check; if you play a mission from the MP editor then abort to lobby and then return to 3den the MP difficulty will automatically reset to Regular difficulty instead of the difficulty originally chosen? I have searched the Feedback Tracker and haven't seen anything related. Setting the difficulty from within the editor itself fixes this issue.

prisma oyster
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dunno, but you can easily check that with the debug console

dim kindle
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Can you guys link me a basic list of commands I can type in the int field of the attributes menu?

dim kindle
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Great thanks

idle rivet
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weird, the "do not fire unless fired upon" is more like "do not fire unless aimed upon"

prisma oyster
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yes, they are not going to wait to be shot ^^
if spotted and in immediate danger, they will fire (back or not)

tacit bear
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Can I play with dlc clothes if i don't own the dlc in a edited map ?

sinful zenith
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you can equip them in arsenal

idle rivet
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mmh i was never in the army but i guess the ROE "return fire" means the enemy have to shoot first

prisma oyster
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perhaps, but I bet you would be very angry if you had a subordinate getting killed because "he saw someone pointing a gun at him but he wouldn't shoot because you told him to be stealthy" πŸ˜„

idle rivet
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problem is the AI does not know exactly if they are spotted or not, and i see them hidden inside the jungle prone that start to shoot if someone sweep the aiming over them even thought they have not see them

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and that ruin my ambush

tacit bear
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do you know how to make soldiers do a guard round in a given place ?

kind prism
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Cycle type waypoint

tacit bear
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@kind prism

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Thanks it works. But do you have any idea how to put them very close ?

kind prism
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Put what close to what?

tacit bear
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I want them to stay together

carmine fiber
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does anyone know why when i go into the editor proxies on my custom models do not show up at a certain distance? did they add something to the editor that im unaware of? some setting or something?

fading goblet
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That sounds like an issue in your model; so #arma3_model is probably more fitting for your question.

carmine fiber
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its not a model issue from what i can tell because in one of my other mission files in virtual reality they worked perfectly fine

sharp epoch
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I'm making a scenario where a laptop was stolen and needs to be recovered. I'm trying to put the laptop in a backpack hidden in some rocks. Is that possible to put a laptop in that backpack? I've tried all the addItem and backpack related init commands but none of them work.

fading goblet
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I believe the laptop is only available as a prop and can't be used as an inventory item. Which means you'll need to make a mod which adds the laptop as an inventory item to make this work properly.

sharp epoch
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Ah. So if an item is listed under PROPS in the eden editor, does that mean it can't go into a backpack?

fading goblet
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not exactly, it depends on how the item is configured

sharp epoch
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@fading goblet Mind answering afew more questions for me?

fading goblet
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feel free to ask πŸ˜‰

sharp epoch
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Thanks. Is there a way to have interacting with the laptop trigger a task state? Instead of picking up the laptop, just getting the data off it would be enough so interacting with it could trigger task completion?

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That baked into vanilla editor? Or is that mod/scripting territory?

fading goblet
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that will be more #arma3_scripting than just connecting some modules/triggers together

sharp epoch
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Good to know. Thank you. I will have to look for another way to achieve "recovery stolen digital data" then. Unless you have any ideas for something I can do without scripting?

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Oh! I can pickup flash drives! Is there a way to trigger a task state by picking up an item?

fading goblet
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I would normally set a missionVariable on pickup, and have a trigger check for that variable

sharp epoch
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so something like the "!alive item_variable_name"?

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FYI, I just picked back up playing with the editor a few days ago so all I know so far is just examples I've seen online and tried to decipher.

fading goblet
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in the pickup script (eg. addAction):

// when picked up item
missionNamespace setVariable ["itemIsPickedUp", true];

in trigger condition:

missionNamespace getVariable ["itemIsPickedUp", false];

PS. not tested, but should give you an idea where to look further

sharp epoch
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The "!alive intel_object" in the trigger condition string does it. As soon as I picked up the named item it completed the task for me. Thanks for the helpe!

sharp epoch
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Is there any setting inside a mission that would prevent the "player setUnitTrait ["Engineer", True];" from working? I can make a new mission and place a unit with that init and then a damage vehicle and I can then repair with the toolkit. But in the current mission I'm crafting I cannot use a toolkit to repair any vehicle. Even if all the damage indicators are red and all tires are missing. Even tried placing new characters and new vehicles with damage and still can't use the toolkit to repair.

sharp epoch
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Think I figured it out. Instead of "player setUnitTrait" I used "this setUnitTrait". Only thing I can think of why that makes a difference is how the character starts the mission. If they start as AI and then get taken over by a player the init string isn't rerun so it doesn't have the Engineer trait assigned and thus blocks the player from using the toolkit. By using "this setUnitTrait" instead I think it makes even the AI have the Engineer trait from mission launch. shrugs

fading goblet
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Well, if you put player in the init field, it will be executed for all players (and not the unit it was added to). Using this will execute the code only for the unit it was added to.

languid dune
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Is there mod to remove editing area?

prisma oyster
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@languid dune …what do you mean by that?

kind prism
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I assume Zeus editing area limit. Usually a mission-specific thing

tacit bear
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Can we add an order to the end of task notifications ?

languid dune
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@prisma oyster When a player spawns, it creates a big blue area around him

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I don’t know what its called I heard that it was called the editing area?

tacit bear
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@languid dune It's usefull. Idk why you're trying to remove it

languid dune
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The problem is that when I am playing with my friend, and I am zeusing it’s annoying that I can’t spawn vehicle near him

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And he was to walk all the way to the vehicle which is kind of wasting time

broken inlet
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You can get around that by just quickly making your own zeus mission in the 3den editor

languid dune
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Alright I see

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I mean I didn’t even know there was spawn protection area when I first time zeus

viscid urchin
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is the flash drive (equipment) restricted to people who have apex??

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aka do players need apex to pick it up and keep it in their inventory

small patrol
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I doubt so, but it's needed to check via non-owners IMO

viscid urchin
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aight

pseudo matrix
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Hey there,
In my Zeus Scenario, I have a player (zeus). The "Game Master" Module is owned by zeus. I also have the "Game Master" gamemode module sync'd to the former "Game Master" Module.

Whenever I put down the first player respawn, it gives me the following error:
[BIS_fnc_mirrorCuratorSettings] No curators to copy settings to defined

This isn't gamebreaking, but I don't want these errors as you might understand. Is there any way to fix this?

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My gamemaster module also has the following code in it's init:

if (isServer) then { 
 [] spawn { 
  while {true} do { 
   { 
    _x addCuratorEditableObjects [allUnits, true]; 
    _x addCuratorEditableObjects [vehicles, true]; 
    sleep 60; 
   } forEach allCurators;  
  }; 
 };  
};```
plain gale
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This error is caused by the BIS_fnc_mirrorCuratorSettings function.

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if (count _from == 0) exitwith {"No curators to copy settings from defined" call bis_fnc_error; false};
if (count _to == 0) exitwith {"No curators to copy settings to defined" call bis_fnc_error; false};
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Check in your code where it's executed, or if the modules are correctly synced

pseudo matrix
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The Modules are synced like this:
Game Master <> Game Master (curator1)
With the former GM being the Gamemode and the latter the module to enable Zeus.

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The script is written in the "Game Master" Gamemode Module, in it's init.

pseudo matrix
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Huh, this is odd. It fixed itself on a Dedicated Server.

fading goblet
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not that strange(?) πŸ‘€

if (isServer) then { 
pseudo matrix
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God, I really wish I could properly understand the scripts xD Thanks!

dim kindle
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Hey, I've been trying to make it so that in a mission when someone gets to a point it teleports them on a whiteout screen, the only tutorials I can find is on how to add a teleporter using addaction is there a way to make the sqf initialise on the trigger activation

kind prism
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Trigger activation can run scripts

glass steppe
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I want to make a mission where the players have the choice of killing some one. If they don't APCs move into the final objective, but if they do the APCs never make it to the final objective. How would I do this?

prisma oyster
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set a waypoint to the APC with a condition alive theUnitName
and name the unit to kill theUnitName

prisma oyster
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@glass steppe ^

glass steppe
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How would I do this on a timer @prisma oyster sorry for the ping

prisma oyster
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timer?

last aurora
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waituntil or sleep
Depending on your use case

glass steppe
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To explain better I want the players to enter a area and find a AI that they can kill. If they dont kill him in 10 mins he will leave the area and that will trigger the APC to move to the final objective.

prisma oyster
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you could then make a trigger that checks for AI absence to allow for the APC to move πŸ™‚

last aurora
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i'm no scripter at all and somebody has to word that correctly, but that's my idea

(
    !alive theUnitName
)
then
{
    //do something like end mission or whatever
}
else
{
    sleep 600,
    moveto <waypoint>
}```
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would something along those lines work? @prisma oyster

prisma oyster
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oh you can actually do it from Eden Editor itself, no need for scripting πŸ™‚

last aurora
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orly?

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didn't know that πŸ˜„

prisma oyster
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yes!! and you know now!!

last aurora
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but you get the idea

prisma oyster
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frankfurt? ✈️

last aurora
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idiot πŸ˜„

prisma oyster
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nice to meet you, Lou! 🀝 🀣

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so it is idiocustoms after all…

last aurora
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always has been πŸ˜‰

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and you know now!!

prisma oyster
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hahahahahaaa πŸ˜„

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we're all one, as long as we know and steer away it's fine :^p

(for those who don't know: Orly is a Parisian airport)

sinful zenith
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parmesan?

prisma oyster
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/offtopic πŸ”¨

last aurora
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i might have to question your sanity if i have to tell you what orly in chat means πŸ˜‰

prisma oyster
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o rly?

last aurora
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πŸ‘

dim kindle
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Trigger activation can run scripts
@kind prism how would i put the tp script in the trigger's on activation section

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would it be with the add action variables like ["" , "Tele.sqf"]??

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or just ["tele.sqf"]

kind prism
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Put in the stuff that normally goes inside braces {}

rapid cradle
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hello would anyone be able to help me with a simple script on my mission?

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im using bon's recruitment script for one of my missions and is there anyway to restrict the amount of people u can recruit for each faction

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so like independent is allowed to recruit 4 units, opfor is allowed 10 etc

prisma oyster
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given we don't know this script (and it's not a common one I think?), hardly

dim kindle
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im trying to open a sqm file a friend send me in eden editor

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put it into the documents folder mission

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but the editor won'T show it to me when i try to open it

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aka the list is just blank

prisma oyster
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your sqm file should be in a directory missionName.terrainName, e.g myMission.Altis

dim kindle
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in the arma 3 documents missions?

prisma oyster
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yes

dim kindle
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ah ok

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thx

rapid cradle
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would there be anything i could put before a script to make it for a specific faction

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for example

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bon_max_units_allowed = 10;

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could i put something like EAST bon_max_units_allowed = 10;

fading goblet
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you can name the variable: bon_max_units_allowed_EAST

rapid cradle
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thank you

fading goblet
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assuming that you modify the whole script though, because it doesn't magically set bon_max_units_allowed for EAST only

dim kindle
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@prisma oyster i did as you said named the folder where the sqm is in after the terrain

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but it still doesn'T show up

prisma oyster
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\missions\mission.VR\mission.sqm @dim kindle

dim kindle
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is that supposed to be a directory path?

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@prisma oyster

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its for the Rosche map

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aka a mod map

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so i don't know the procedure for that

prisma oyster
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tell your friend to send you the whole directory, it will be less painful

rapid cradle
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@fading goblet how would i be able to modify the whole script? sorry im very new to making arma related stuff

fading goblet
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I don't know the script, so perhaps there's even a variable available to make it only work with a single side.

rapid cradle
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ah okay

#

ty

rapid cradle
#

i am thinking of ditching the recruitment script and instead using some sort of script that respawns the ai in my squad that are already present

#

i found a video that helps but it spawns the ai at me nearly instantly

#

is there anyway to make it so they only respawn when i die and i respawn

rapid cradle
#

this is the script in the init file that makes it happen but it respawns them at me and i would prefer if they spawned when i would die and be at base

#

AIunitRespawn = {
sleep 10;
waitUntil {alive (_this select 2)};
if (vehicle (_this select 2) != (_this select 2)) then {
if (vehicle (_this select 2) emptyPositions "CARGO" > 0) then {
private _NewUnit = (_this select 0) createUnit [(_this select 1), ((_this select 2) getRelPos [10,180]), [], 0, "CARGO"];
_NewUnit addEventHandler ["Killed",{[group (_this select 0),typeOf (_this select 0),leader (_this select 0)] spawn AIunitRespawn;}];
_NewUnit groupChat "Reporting for duty sir!";
} else {
waitUntil {vehicle (_this select 2) == (_this select 2)};
private _NewUnit = (_this select 0) createUnit [(_this select 1), ((_this select 2) getRelPos [10,180]), [], 0, "NONE"];
_NewUnit addEventHandler ["Killed",{[group (_this select 0),typeOf (_this select 0),leader (_this select 0)] spawn AIunitRespawn;}];
_NewUnit groupChat "Reporting for duty sir!";
};
} else {
private _NewUnit = (_this select 0) createUnit [(_this select 1), ((_this select 2) getRelPos [10,180]), [], 0, "NONE"];
_NewUnit addEventHandler ["Killed",{[group (_this select 0),typeOf (_this select 0),leader (_this select 0)] spawn AIunitRespawn;}];
_NewUnit groupChat "Reporting for duty sir!";
};
};

prisma oyster
#

@rapid cradle ```sqf please

rapid cradle
#

what does that mean?

small patrol
#

Check the pinned message

prisma oyster
#

…in #arma3_scripting πŸ˜…

```sqf
/* your code */
hint "good!";
```
↓

/* your code */
hint "good!";
#

@rapid cradle ↑ how to format SQF in Discord

small patrol
rapid cradle
#

i am really confused

small patrol
#

I'm really confused because you're confused

#

Formatting codes make the codes show better and better

rapid cradle
#

i just copy and pasted a script from a youtube video that goes into the missions ini file

#

i just dont know a thing about scripting in this game

#

the script is meant to allow ur group members to respawn at you

#

but i would like them to stay dead until i die and respawn

small patrol
#

What's the context? Where's the YouTube video?

rapid cradle
#

ah yes

#

sorry

#

i edited it bc it was 600 seconds ahead

small patrol
#

ArmaA 3 Editing
think_turtle

rapid cradle
#

πŸ€”

small patrol
#

So in order to change the position of β€œrespawning” you need to replace the parts of sqf ((_this select 2) getRelPos [10,180])I think. This code is kinda hard to understand...

rapid cradle
#

i wouldnt actually want to change the position, i would like to make it so the npcs respawn when i die, so we all respawn together

#

waitUntil {alive (_this select 2)};

#

this is whats causing them to respawn on me constantly i think

#

but i dont know how to change it to get it to where i want

mortal ice
#

gendarms are not blufor?

#

i set a trigger when blufor is detected and played as gendarme, nothing happened. changed to when player is detected worked as expected

vestal perch
#

what color are they?

#

blue, red, green?

mortal ice
#

blue

#

i ended up just dressing a nato guy as gendarme. im using 1.82 so possibly old bug, or pre-old man whatever version that was

clever hedge
#

What purpose is there of playing a legacy version of the game?

prisma oyster
#

Playing with Linux players, or testing that something worked in version x and not in version y

civic laurel
#

placing down the camera module in the keyframe animations section of 3den breaks the 3den camera. Known bug?

viral pagoda
#

Does anyone know how to open the ramp of the blackfish in the editor? have searched all over in the config files but can't find the door source

kind prism
#

Door_1_source

civic laurel
viral pagoda
#

thanks but i've already tried putting this animateDoor ["Door_1_source", 1]; in its init box which does nothing

civic laurel
#

is this singleplayer or multiplayer?

viral pagoda
#

animateSource* yeah it's in the editor

#

so singleplayer

civic laurel
#

try animatedoor instead?

viral pagoda
#

yeah already tried that too and theres no mentioning of "door_1_source" in the configs either

civic laurel
#

lets see

#

give me 1 minute and i'll start up arma

viral pagoda
#

no worries got it working now

#

thanks

civic laurel
#

btw, is the mission for singleplayer or multiplayer?

viral pagoda
#

singleplayer

civic laurel
#

and not intended for MP at all?

viral pagoda
#

nope but i got it working

civic laurel
#

just keep in mind that the init-field of an object is run on JIP

#

not really good for multiplayer

#

when using global commands

#

but youre all good

viral pagoda
#

yeah thanks

civic laurel
#

perfectly fine for SP

small patrol
#

animationNames to get animations

tired quest
#

hey guys I want to have a respawn point in a cave but the module is weird because it picks the highest terrain point
not sure if somehow I could place some code into an invisible helipad so that would be a respawn point?

kind prism
#

@tired quest run setPos in onPlayerRespawn.sqf

reef lintel
#

Respawn module can only do 2d (afaik) so you will need a target object, like the invisible helipad and use its 3d position.
The same problem and solution for spawning on the Deck of aircraft carriers

fading goblet
#

in 3den you can simply set the Z axis of the respawn module

viral pagoda
#

Does anyone know how to change the color of the speaker when using BIS_fnc_EXP_camp_playSubtitles?

silver escarp
#

Does anyone know when making a template/composition if it needs to be made at position 0,0,0? If so then how would I position a previously made composition and place it at that exact location to make adjustments since everything in the composition will be selected? Thank you for your time πŸ™‚

reef lintel
#

Wdym composition? They can be made and placed anywhere

sinful zenith
#

you mean, you want to replace a composition in the exact same place as it was when you originally saved it?
I don't think you can, the composition doesn't store the absolute position it originally was in

willow frigate
#

is there more to headless clients than just putting the editor module? will it just work that way?

sinful zenith
#

module? you need to place a headless client logic afaik, not a module. But maybe the naming is wrong in editor

willow frigate
#

yeah its under logic, sorry my bad

sinful zenith
#

when you place a HC logic, and let the HC join in and join into the game then the HC will float around doing absolutely nothing

#

you need to manually do stuff on it. Like run scripts on that machine, or spawn AI there or transfer it over

#

but for the AI stuff there are mods that will do it for you. ACEX has it for example.
These mods will then automatically transfer AI's to the HC so that it takes care of the processing

willow frigate
#

nice, thanks!

dim kindle
#

hey sorry to bother again but im having real issues with this teleport script

#

if anyone has any answers could you @ me please im trying to get a teleport to occur after a trigger has been activated

#

or dms if possible any help would be greatly appreciated been working on this mission for weeks now

fading goblet
#

What is your problem? Because a few thousand people can probably do more than only one

dim kindle
#

I'm wondering what to put in the triggers on activation to make the teelport happen when its activated

#

would it be in the addaction format like ["", "teleport.sqf"] or in some othyer kinf of format since its supposed to activate when the trigger goals are filled

fading goblet
dim kindle
#

awesome man!

fading goblet
#

Google is our Lord and Saviour!

dim kindle
#

god i know i work in it troubleshooting

#

without it id be jobless

prisma oyster
#

@viral pagoda read the BIS_fnc_kbTellLocal, iirc there is a variable to setVariable on the speaker, and it can take <t> tags

viral pagoda
#

ok thanks will look into it

reef lintel
#

@dim kindle if youbwant to teleport on trigger activation you can use the thisList var to set position for all units that meet the trigger criteria.

#

Along the lines of

 {_x setPos position your_tp_target_obj;} foreach thisList;
#

That would teleport all units in the trigger to the position of the target obj upon the trigger activation.

dim kindle
#

@reef lintel thanks man cant wait to get started again!

trim raptor
#

hello, would it be possible for me to ask for a little help with my editor mission?

small patrol
#

Whatever it is, as long as it's Editor related

trim raptor
#

so is that a yes?

prisma oyster
#

@trim raptor "don't ask to ask, just ask" πŸ˜‰

trim raptor
#

acknowledged

#

how do i set up ai units to run a function when they become player controlled

small patrol
#

Using trigger or TeamSwitch Mission EventHandler

prisma oyster
#

and "local" EH if MP

trim raptor
#

ok

#

so with that how do i go about doing that (i'm pretty new to making editor stuff)

#

i thought it would be simpler to set up a support link so that when others join they also have it

prisma oyster
#

oh, it might not need an EH (Event Handler) then. What do you want to achieve?

trim raptor
#

i want it so that if my unit dies or becomes incapacitated and i swap to another AI unit it will also have access to supports, because what is happening is that when i swap i loose access to supports and i've tried to fix that in all the ways i know how and it just isn't working.

prisma oyster
#

did you try adding support to all the units?

trim raptor
#

as in like syncing the support requester, yes.
I also tried to do it using

[this,sRequester] call BIS_fnc_addSupportLink;
in the init, but that isnt working either (sRequester is a custom variable name for the requester, and it works on the first unit that i spawn as but then not for the rest

reef lintel
#

do you know why it didnt work? did it give any kind of error message?

#

@trim raptor

trim raptor
#

no, just isnt working

reef lintel
#

okay

#

im not sure how it works but i suspect that if a player takes over the unit, the unit might be "replaced" by the player unit and loose its support access

trim raptor
#

but it works for the first unit i play as

reef lintel
#

like i said, idk how it works, thats just my suspicion. your first unit might work bc you are already "in" the unit when the init is run

#

how do you take over the other units? with teamswitch?

trim raptor
#

yes teamswitch i can show you on vc if that works for you

reef lintel
#

not rn but i found this:

#

if my guess is correct, you can re-run the add support in the onTeamSwitch.

trim raptor
#

how do i do that, sorry i'm really quite new at this

reef lintel
#

lets try and find out if thats the problem after all

#

@prisma oyster oh mighty lou enlighten us with your knowledge

#

i dont dare to tag dedmen

trim raptor
#

fair enough lol

reef lintel
#

ah, it was actually suggested that you need the onTeamswitch eh befoe

#

lets do that. im writing you a little script, lets see if it works

trim raptor
#

ok thank you so much

reef lintel
#

btw are you sure your addSupport command is correct?

trim raptor
#

yes

reef lintel
#

the biki says it wants 3 parameters, you only give 2.

trim raptor
#

because it works the first time

reef lintel
#

[requesterUnit, requesterMod, providerMod] call BIS_fnc_addSupportLink

#

alright we`ll do yours first

trim raptor
#

also the 3rd param is optional it's to link requester to a provider, but my requester is already linked

edgy totem
#

Is there any way to make empty turrets like the Defender SAM "friendly" with AI? I need to turn them friendly mid mission, alternatively, can I make them face an arbitrary direction without AI?

reef lintel
#
addMissionEventHandler ["TeamSwitch", {
    params ["_previousUnit", "_newUnit"];
    [_newUnit,sRequester] call BIS_fnc_addSupportLink;  //adds support link to new unit
    Hint format ["tried adding support after teamswitch to unit: %0",_newUnit]; //debug hint so see if it fired
          diag_log format ["SUPPORT MODULE: eventhandler fired at time %0, player switched from %1 to %2, suport module is %3, player is %4",round time,_previousUnit,_newUnit,sRequester,player];
}];
small patrol
#

disableAI and enableAI? @edgy totem

reef lintel
#

you can change their side

#

@trim raptor

#

try adding the script i sent to an init

edgy totem
#

I need them to be empty or disabled at the beginning, I need to look into enabling and disabling AI.

reef lintel
#

you can disable all AI functions or just a few. maybe disableAI "move" will do for you, its still "active" but cant move or turn

edgy totem
#

Hmm, going to test it, I need to make sure my team doesn't get spawn sniped at 20km. The radar and missile is unforgiving.

reef lintel
#

Iirc _unit lookDir _dir forces it to face a direction

#

You could just set its ammo to zero?

edgy totem
#

That makes a visual difference for the launcher.

reef lintel
#

Ah

edgy totem
#

BTW, you guys know the GUI element for this function? "BIS_fnc_holdActionAdd", is there a way to hide/show it specifically?

small patrol
#

By adjusting condition?

edgy totem
#

You mean the activation distance?

small patrol
#

No, condition

edgy totem
#

I set it to true, still not visible. Do you know what setting could hide it?

small patrol
#

Without your code, I can say nothing

edgy totem
#
Action2 = [objLaptop_2, "Access Data","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {},{_text = format ["%1 %", round (((_this select 4)/(_this select 5))*100)]; 
[["Progress", _text, 0]] spawn BIS_fnc_EXP_camp_playSubtitles; 
},{Cond_2 = true; publicVariable "Cond_2";[["Computer", "Informant position added to map"]] spawn BIS_fnc_EXP_camp_playSubtitles;},{[["Progress", "Interrupted!"]] spawn BIS_fnc_EXP_camp_playSubtitles;},[],12,0,true,false] call BIS_fnc_holdActionAdd; 
publicVariable "Action2"; 
#

How can I make it as code?

small patrol
reef lintel
#

There are conditions in string brackets. That doesnt seen right

edgy totem
#

You mean

publicVariable "Cond_2"

?

small patrol
#

I don't think publicVariable in this context has something

edgy totem
#

I agree, since it works. My only issue is there is a setting hiding the UI element, I want to find it and change it.

small patrol
#

Huh, I thought it wasn't working

#

Then just adjust condition as I told you

edgy totem
#

Only partially, the UI doesn't show.

#

Not sure what I can do to adjust it, just giving boolean didn't seem to change it.

small patrol
#

Change it to thissqf "(_this distance _target < 3) and something"will enable it only when the boolean something is true

edgy totem
#
Action2 = [objLaptop_2, "Access Data","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "true", "true", {},{_text = format ["%1 %", round (((_this select 4)/(_this select 5))*100)]; 
[["Progress", _text, 0]] spawn BIS_fnc_EXP_camp_playSubtitles; 
},{Cond_2 = true; publicVariable "Cond_2";[["Computer", "Informant position added to map"]] spawn BIS_fnc_EXP_camp_playSubtitles;},{[["Progress", "Interrupted!"]] spawn BIS_fnc_EXP_camp_playSubtitles;},[],12,0,true,false] call BIS_fnc_holdActionAdd; 
publicVariable "Action2";

This doesn't make the UI show either.

reef lintel
#

You are trying to use a custom icon?

edgy totem
#

No, vanilla. I am going through settings enabling different UI elements, but I still can't find the right settings.

small patrol
#

Excuse me, what exactly do you wanted to do?

plain gale
#

That % inside format won't work

#

You need to add "%" as a paramenter

#
Action2 = 
[
    objLaptop_2,
    "Access Data","\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
    "true",
    "true", 
    {},
    {
        _text = format ["%1 %2", round (((_this # 4) / (_this # 5)) * 100),"%"]; 
        [["Progress", _text, 0]] spawn BIS_fnc_EXP_camp_playSubtitles; 
    },
    {
        Cond_2 = true; 
        publicVariable "Cond_2";
        [["Computer", "Informant position added to map"]] spawn BIS_fnc_EXP_camp_playSubtitles;
    },
    {
        [["Progress", "Interrupted!"]] spawn BIS_fnc_EXP_camp_playSubtitles;
    },
    [],
    12,
    0,
    true,
    false
] call BIS_fnc_holdActionAdd;

publicVariable "Action2";
edgy totem
#

Both work, I have no idea if there is a performance difference though.

trim raptor
#

@reef lintel so i just peg the code u sent into init?

reef lintel
#

yeah, it has to be run on the players client so init is the right place

#

you can also look into your .rpt file (the debug file arma writes) and see if the debug line appears there: "SUPPORT MODULE: eventhandler fired at time %0, player switched from %1 to %2, suport module is %3, player is %4

edgy totem
#

@small patrol I want to find a way to enable a specific GUI element. What ever element is responsible for the progress bar.
https://i.ytimg.com/vi/SOfmrAk-k1c/maxresdefault.jpg
The central circle is something I cannot seem to make visible. Seems like something to do with settings, rather than script parameters.

trim raptor
#

can i not put picture here?

#

@reef lintel it says something like invalid number in expression

reef lintel
#

you can link stuff but not directly post pics

trim raptor
#

when i try to hit ok

reef lintel
#

does it say where the error is?

small patrol
#

It's working flawlessly for me

trim raptor
#

it says its at the BIS_fnc_addsupportlink part

reef lintel
#

can you look into the rpt? its located at user/appdata/local/arma3

#

its a text file that stores everything the mission does and all errors

trim raptor
#

thats all i can see

#

@reef lintel

reef lintel
#

ahhh lol

#

yeah init doesnt like comments

#
addMissionEventHandler ["TeamSwitch", {
    params ["_previousUnit", "_newUnit"];
    [_newUnit,sRequester] call BIS_fnc_addSupportLink;
    Hint format ["tried adding support after teamswitch to unit: %0",_newUnit];
          diag_log format ["SUPPORT MODULE: eventhandler fired at time %0, player switched from %1 to %2, suport module is %3, player is %4",round time,_previousUnit,_newUnit,sRequester,player];
}];
#

try that again

trim raptor
#

seems to like that for now

#

it worked but only when i swapped unit now

#

so should i just throw the original line back in at the top??

plain gale
trim raptor
#

@reef lintel

reef lintel
#

alright seems like i was right. now the code i gave you adds support after you switch units. so if you want support module from the start, you have to re add the code

#

the one you had before it mean.

#

btw is it a mp mission?

trim raptor
#

ok sweet, thank you so so much man, really big help

#

yes

#

i just haven't played it with my mates yet

reef lintel
#

okay. keep in mind MP scripting is far more complicated

#

lots of stuff doesnt work like in sp.

#

hm i suspect it might be possible that my code will break on MP

#

rather: for every player in the mission, you will have support added to you again on teamswitch

#

so for 5 players you end up with 5 times the support added. not sure if that will cause a problem

#

@trim raptor use this code for the Teamswitch EH. otherwise your MP will cause problems

#
_alreadyHasEH = player getVariable ["hasTS_EH",false];
if (_alreadyHadEH) exitWith {diag_log format ["EH already added to player %0, time: %1",player,round time]};
addMissionEventHandler ["TeamSwitch", {
    params ["_previousUnit", "_newUnit"];
    [_newUnit,sRequester] call BIS_fnc_addSupportLink;
    Hint format ["tried adding support after teamswitch to unit: %0",_newUnit];
    diag_log format ["SUPPORT MODULE: eventhandler fired at time %0, player switched from %1 to %2, suport module is %3, player is %4",round time,_previousUnit,_newUnit,sRequester,player];
}];
player setVariable ["hasTS_EH",true,true];
#

if you want to test stuff like that, start your mission in multiplayer from the editor, open another arma game and join with that trough LAN.

viral pagoda
#

Is there a way to have a drone "activated" by a trigger? As in the drone only shows up in the terminal once a trigger has been activated?

trim raptor
#

@reef lintel will that mp code also work in sp?

small patrol
viral pagoda
#

Thanks!

#

That's probably it

edgy totem
#

Is there a list of default Arma 3 ingame videos anywhere? Stuff like the into video to campaing.

small patrol
#

No. But you can find them in video pbos

edgy totem
#

They are not named in config? Will I have to open the PBO's to get the names and paths?

small patrol
#

Yes

#

e.g missions_f_epa_video.pbo

reef lintel
#

@trim raptor yes its SP compatible

trim raptor
#

mad thanks mate

willow frigate
prisma oyster
#

taskPoliakko is the module name
poliakko is the task name @willow frigate

willow frigate
#

thanks!

trim raptor
#

@reef lintel the code just stopped working randomly mid game, any idea Why?

#

or just anyone who can help

#

_alreadyHasEH = player getVariable ["hasTS_EH",false];
if (_alreadyHadEH) exitWith {diag_log format ["EH already added to player %0, time: %1",player,round time]};
addMissionEventHandler ["TeamSwitch", {
params ["_previousUnit", "_newUnit"];
[_newUnit,sRequester] call BIS_fnc_addSupportLink;
Hint format ["tried adding support after teamswitch to unit: %0",_newUnit];
diag_log format ["SUPPORT MODULE: eventhandler fired at time %0, player switched from %1 to %2, suport module is %3, player is %4",round time,_previousUnit,_newUnit,sRequester,player];
}];
player setVariable ["hasTS_EH",true,true];
[this,sRequester] call BIS_fnc_addSupportLink;

trim raptor
#

this is the code btw

reef lintel
#

Hm does it throw an error?

#

Do you do something before it stops working? @trim raptor

trim raptor
#

nope and nope @reef lintel

prisma oyster
#

yes

small patrol
#

Absolutely yes. If isn't working, you're missing something

#

First, what did you do?

#

And with what code?

prisma oyster
#

and what did you write?

#

how did you use execVM?

small patrol
#

Woah...

prisma oyster
#

…please

last aurora
prisma oyster
#

you are also using execVM = "test", which is not how you should use it.

dim kindle
#

nice what does it do?

small patrol
#

Did you wrote or taken from somewhere?

#

I'm not going to blame you if you didn't, just wondered

prisma oyster
#

trying to kill BE on the fly?

#

BattlEye

#

what are you trying to achieve here, kill it/dump it?

#

I don't think tampering with BE is a good idea.

#

I strongly recommend not to try crashing/tampering w/ BE - just find the issue and remove it

reef lintel
#

is there a way to enable allied ai to talk to you, especially for spotting enemies?

#

im building a "escort that convoi with a plane" mission but since the ai doesnt tell me where the enemy is, its really hard to tell whats going on on the ground.

haughty verge
#

What difficulty and are they in your squad

reef lintel
#

Veteran and no

dim kindle
#

is there a way to make a light at fixed point that blooms if the player looks at it

prisma oyster
#

yes, "#lightpoint" createVehicle _objPos @dim kindle

dim kindle
#

oh awesome

prisma oyster
#

then toy with
setLightBrightness, setLightUseFlare, etc

dim kindle
#

is light point a varable i set up in the ext?

#

#lightpoint**

prisma oyster
#

created lightpoint is an object
no, really use "#lightpoint" as classname

dim kindle
#

awesome!

#

ty man

prisma oyster
broken inlet
#

Hm, why is adding a single item ctrl/strg+LMB(click) but adding multiple items is shift+LMB(hold+drag)

prisma oyster
#

Which items?

broken inlet
#

Anything

#

Just selecting stuff in the editor

prisma oyster
#

(where though? and, vanilla?)

broken inlet
#

where though?
just selecting objects in the world ConfusedDog
vanilla?
Only had IFA3 loaded but I'll check again without it, doubt it changes it though

prisma oyster
#

(PS: "strg" is definitely German, use "ctrl" to be understood ^^)

broken inlet
#

Thats why I say both heh

prisma oyster
#

English only #rules πŸ‘€ πŸ˜„

broken inlet
#

And checked with no mods loaded and as expected the keybinds are still the same

prisma oyster
#

You mean, in the left-side menu? I am not sure I see what you mean

broken inlet
#

one sec

prisma oyster
#

(and anyway, keybinds are keybinds πŸ˜›)

broken inlet
#

I'm not sure if you can change these in the settings though

prisma oyster
#

Yep
So either you can change it and it's OK, or you cannot and complaining is useless - deal with it 😸

broken inlet
#

But I wanna know why its weird awe

prisma oyster
#

BECAUSE

broken inlet
#

first is holding strg/ctrl and after that holding shift

prisma oyster
#

…like in Windows?

broken inlet
#

excuse the 360p, youtube is still processing

#

Windows does it like that ConfusedDog ? I've never noticed it before if so

prisma oyster
#

groans and facepalms

broken inlet
prisma oyster
#

So yes, Windows inheritance πŸ™ƒ

broken inlet
#

oki ablobcongarollbounce

reef lintel
#

hey, i just recorded the available arma 3 radio sounds bc it was a pain in my behind to get to listen to them. i put em on YT so noone else has to suffer like me, and also linked a google table with all class names and file links to be used with _unit sideRadio className;
https://www.youtube.com/watch?v=0ac856oAT_8&feature=youtu.be&t=57

sacred schooner
#

Is there a way to have branching waypoints? Like having a unit follow a few move waypoints which loop with a cycle on, but if OpFor is detected by BluFor the will break the move waypoint look and go to a search and destroy waypoint?

broken inlet
#

With some scripting, yes

#

Not sure if theres a way to do it without

sacred schooner
#

yeah look like I have to use setWaypointScript or something, i'll have to have a play around with that

broken inlet
#

Shrug just check out how to wipe a units waypoints and then add new waypoints @sacred schooner

sacred schooner
#

also, anyone know where i should be looking to make enemy units act like they do in old man, where they don't fire straight away and try to make you give up?

plain gale
#

I wish we had wp branching directly in Eden Editor.

prisma oyster
#

yeah, do it in Eden Enhanced!

reef lintel
#

a good way for branching waypoints (that i found satisfying) is to use the groups behavior. if it goes to "combat", the group has spotted a danger. i use that as the event that triggers changing the waypoints.
not necessarily by script, i have a waypoint that only becomes completed once at behaviour "combat" for the ai to escape after half a minute of fighting

plain gale
#

yeah, do it in Eden Enhanced!
@prisma oyster Going to be too hacky

prisma oyster
#

yeah I guessed that much ^^

ebon yew
#

Can I add Vehicle in Vehicle feuture from apex to vehicles which don’t support this atm ?

small patrol
#

You can't via Editor, need model and config settings

ebon yew
#

Config.bin ?

#

Is their a guid for config and model adjustment for enable ViV

ebon yew
#

This config configuration only ?

#

What’s about the model change is this separate?

small patrol
#

Excuse me, what? You don't if the model isn't yours

prisma oyster
dreamy raptor
#

wondering if you can feed cargoBayDimensions[] some x,y,z coordinates rather than named memory points

loud hull
#

hey. i'm trying out this spawn ship module in the editor. seems to be good for respawn but is there a good way of making things spawn on the carrier deck as it spawns?

#

tried just putting an arsenal box at a slightly higher z axis and it just ended up in the sea

plain gale
#

spawn ship module? Is that a mod?

sacred schooner
#

is there a way to turn on respawning once the mission is underway with some scripts?
I want players to spawn like they would without it, but then after a certain point respawning comes back.
(I want to force players to spawn in a particular place first, then later in the mission after they're out of the prep area if they die they can respawn)

#

haven't been able to find anything by googling yet

#

ah this looks like what i'm looking for
respawnOnStart = -1;

loud hull
#

yea it's mcc

vast nest
#

Is there a way to keep loadout when dying?

prisma oyster
#

yes

last aurora
vast nest
#

Thanks bud

willow frigate
#

how are synced objects passed to modules?

#

i'd like to acces them via script

fading goblet
#

3DEN module or Zeus module? because both work slightly different

#

because in 3den the first param in the module script is _logic (aka self) which you can use with synchronizedObjects to get the synced objects

#

for Zeus it doesn't work out of the box, which is why Achilles/ZEN made a custom system for that

willow frigate
#

thanks!

sacred schooner
#

Hey what's the best way to keep a group of ai chasing a specific group of players even if a bunch of players die and respawn? The plays are confined to a single town though if that helps.

Just wondering if anyone has some suggestions.

plain gale
#

Create a search & destroy waypoint and move it to the player location

sacred schooner
#

since these AI drive in, get out, then track the players, i can have them join an empty group after they've done that with this code in it.

loud hull
#

there was a way the ai did it in escape from chernarus

golden elbow
#

Hello, i got another question: I just build a scenario with different guards, outposts and stuff, now, when i use the zeus character with a associated zeus game master module i can no longer see entities in the zeus list. How can i fix that? See screenshot below: I placed a group of opfor there, but i do not have them in my zeus entity list

plain gale
#
[] spawn
{
    while {true} do
    {
        {
                _x addCuratorEditableObjects
                [
                    entities [[],['Logic'],true],
                    true
                ];
        } count allCurators;
        sleep 60;
    };
};

Put that into initServer.sqf

#

@golden elbow

#

If anyone knows a better way, let me know.

golden elbow
#

@plain gale That worked, thank you very much!

sinful zenith
#

I wish there was a better way notlikemeow

plain gale
#

Create one @sinful zenith πŸ˜„

prisma oyster
#

@plain gale count β†’ forEach

#

here, a better way πŸ˜„

plain gale
#

makes no difference

prisma oyster
#

slightly on perf (but it's mostly for trolling)

plain gale
#

on perf? How many curators do you usually have 1k? πŸ˜„

prisma oyster
#

I was actually thinking of one integer to store the count result 🀣

sinful zenith
#

@prisma oyster count is faster here... why use forEach?

prisma oyster
#

wat 🀣

plain gale
#

He was just trolling. Needs a warning!

prisma oyster
#

ah well. _forEachIndex

sinful zenith
#

no _forEachIndex, no need to update and set variable on every iteration. Faster.

plain gale
#

So you actually thought forEach was faster @prisma oyster ? Really thought you were trolling πŸ˜„

prisma oyster
prisma oyster
#

I should benchmark apply and select, too

mortal ice
#

can someone remind me of the syntax to add waypoint to AI, and set it as SAD

#

i want enemy AI to SAD when im detected

#

im doing: _wp = baddy addWaypoint [position player, 0]; _wp setWaypointType "SAD";
in trigger activation but get local variable in global space

#

was maybe missing a = on line 2

#

oh it must be the group

mortal ice
#

the "0" parameter in addwaypoint in my code above, is it radius?

dreamy pagoda
#

question, I placed 3 fire modules inside of a building, but only one is showing. Is there a limitation or something?

#

(I'd show a screenshot but seems like I can't post images here)

#

There are no particles being spawned, no player damage and no lighting effects on those spots either

#

Hm, I played with the params a litte, and seems like there's some treshold or something at which point the fire just doesn't spawn?

elder lion
#

Hey

I'm having trouble trying to make blackfish follow a waypoint

#

is it because I'm making it fly at 4000?

#

Hmm okay might have been about having "wrong" speed set and the AI not adjusting at all

#

How can I change groupings on the entity list?

#

Purely on the entity list

#

How about dragging a whole squad out of a vehicle at once?

prisma oyster
sacred schooner
#

been having a look around and haven't found anything yet, but can you restrict the virtual arsenals in MP missions to only have stuff from certain mods?

grim thicket
#

yeah create a virutal ammobox , spawn a ammo box and double click on it , under the inventory you can select virtual, then all you need is to fil in the stuff you want

#

If i remember correctly

reef lintel
#

Oh whoops

#

Didnt see that lou already answered

#

@elder lion wdym grouping on the entity list?

elder lion
#

@reef lintel entity lists shows groups

#

Is there no way to change the grouping there?

#

It seems extremely stupid to have to use the 3d editor for that :D

reef lintel
#

Like custon grouping not represebted by the ai groups?

elder lion
#

Nah

#

Just normal squads

reef lintel
#

You want to regroup units?

elder lion
#

Yes

reef lintel
#

Yeah can be done by command

elder lion
#

But not by drag and drop on the entity list?

reef lintel
#

Idk about drag and drop

fading goblet
#

you can connect units to each other in the editor as simple as RMB -> select option -> LMB πŸ€·β€β™‚οΈ

elder lion
#

@fading goblet yes, like I said thats the 3d editor

#

Would be great if we could edit groups right in the entity editor

fading goblet
#

can't you just drag units around in there?

#

on the other hand... I never use that thing because it's useless

elder lion
#

Nope

fading goblet
#

and I use CBA to fix the grouping anyway 🀣

naive depot
#

Is there some sort of list for pre-installed textures for laptop etc. screens?

prisma oyster
#

Not really; you can place different computers in Eden and check their "custom texture" field @naive depot

naive depot
#

Ok

dreamy pagoda
#

Is there a way in eden editor to just place dead bodies as "simple objects"?

small patrol
#

No

dreamy pagoda
#

Currently I just need to place a ton of AI, set their health to 0, and hope they fall into the correct positions,

#

and it kinda causes some lag issues too

small patrol
#

BI devs used animations for dead states with switchMove and kill them

dreamy pagoda
#

oh gosh these animation names....

#

AmovPpneMstpSrasWrflDnon

#

aahhh yess, ofcourse

small patrol
#

?

dreamy pagoda
#

that's to make one go prone

small patrol
#

Why is it related to dead states?

dreamy pagoda
#

Looking at the switchMove documentation

#

hoping there'd be a list of moves for all the death states

#

but I was too optimistic

small patrol
#
"toLower (configName _x) in ['dead','kia','death']" configClasses (configFile >> "CfgMovesMaleSdr" >> "States") apply {configName _x}```Will return rough list
dreamy pagoda
#

woah, thanks

prisma oyster
dreamy pagoda
#

That is also extremely helpful

tired quest
#

I have a player zeus slot in a mission. When I test the mission on my PC's server it works fine but when it's on a dedicated server the zeus slot disappears if the player zeus leaves. Any idea?

broken inlet
#

do you have respawn enabled?

tired quest
#

what do you mean?

broken inlet
#

If a player leaves their 'character' ingame dies iirc thus closing the slot, you can avoid that by adding a respawn

tired quest
#

there is an initial respawn but it's 1 life only so people go into spectator on death, that obviously wouldnt apply to zeus though. You reckon I should have a respawn point just for them and it wil lfix it?

weary root
#

pi is correct, slots disappearing can be a function of respawn being off

by extension I guess it could also manifest when you run out of tickets, though I've never used those

#

if you don't want people respawning but want the slots to remain, you could try having a function to remove player control or spectate or some such upon spawn

tired quest
#

Ah right, thanks

weary root
#

oh there's also a thing in description.ext to set respawnOnStart

just watch out for that or you might get some respawn behaviour exhibiting on mission start

mortal ice
#

radius: Number - random waypoint placement within radius from center
wouldve been good to point that out, since i was referencing the wiki when asking.
But ive found my answer now, so good times

#

thanks

reef lintel
#

Yeah i thought the biki already clearly answers the question, thats why i linked it

mortal ice
#

thanks though

#

it does

#

the code example made it a bit unclear

#

exactly which parameter the zero refers to

#

its a good idea to read everything word for word πŸ™‚ or so im told

#

but we are a on the run generation! no?

reef lintel
#

True

#

I recently complained about a waypoint not working, then i noticed its for take on helicopters, not arma

plain gale
#

If something is not 100% clear on the biki shoot us a message in #community_wiki

prisma oyster
#

TKOH waypoint already clarified πŸ˜‰

jaunty sundial
#

Hey yall im new to mission making and im really confused about removing stam

#

Ive tried disabling the ACE addon and it still wont work

prisma oyster
#

Hi @jaunty sundial
what do you mean, removing stam?

jaunty sundial
#

Yes

prisma oyster
#

@jaunty sundial what do you mean, removing stam?
what is "stam"?

jaunty sundial
#

Oh

#

Stamina/fatigue

prisma oyster
#

what did you try?

jaunty sundial
#

Disabled ACE advanced fatigue, disabled stamina on each player and doing both

prisma oyster
#

Disabled ACE advanced fatigue, disabled stamina on each player and doing both
how? unticked the checkbox in Eden?

jaunty sundial
#

Yep

prisma oyster
#

check ACE settings, and untick in Eden attributes
if that doesn't work, check ACE for support (or play without ACE)

jaunty sundial
#

I unticked it and ticked the override client

#

Alrighty then ill check ACE

reef lintel
#

how can i set a task to complete the mission?

prisma oyster
#

when you set it to completed, call BIS_fnc_endMission(Server)

reef lintel
#

ah so there is no module for that?

prisma oyster
#

ah, I don't know that.

jaunty sundial
#

Theres a zeus module for that I believe

reef lintel
#

so if i want to share my SP mission with others from my clan, do i just give them the mission folder?

#

or is there a better way

prisma oyster
#

save as PBO? put on the workshop?

broken inlet
#

use the 3den editors export button @reef lintel

#

scenario -> export -> export to SP/MP

reef lintel
#

cool thx

plain gale
#

There is a module

#

End Scenario. I believe it calls end mission server function

#

@reef lintel

serene basin
#

Im using a 747 mod but the runways are too short to takeoff with a huge plane, any1 know how to start with preset velocity @plain gale

prisma oyster
#

@serene basin ↑

serene basin
#

okay i have

#

variable name: _plane

#

_plane setVelMS[0, 100, 0]

#

but it starts with 0 speed

prisma oyster
#

(pointing the obvious but) setVelMS doesn't exist

#

also, where is the variable defined, where is it used

serene basin
#

oh i know i just didnt write the entire thinf

#

I use the plane attributes

#

In the init

#

Object init

prisma oyster
#

don't use the init.

#

unless it's SP

serene basin
#

Its sp

#

editor

#

but where do i put the code

prisma oyster
#

in the init:```sqf
0 = this spawn { sleep 0.01; _this setVelocityModelSpace [0,100,0]; };

broken inlet
#

πŸ‘€ why 0 = ?

prisma oyster
#

because the stoopid editor and its stoopid fields only accept value Nothing

sinful zenith
#

unless you run CBA

serene basin
#

I did but it still starts with 0 km h

#

I thibk theres error log

#

error undefined variable _vehicle

prisma oyster
#

how surprising.

#

I did not write this variable anywhere in my code, soooooo πŸ‘€

serene basin
#

the editor is tough for beginners

#

For example making a NPC go from point a to b requires multiple waypoints and settings

#

even then the ai is so silly it keeps crashing into walls

loud heron
#

hello everybody, was asked how it is possible to write a note on the card in the left half and create it in the editor?

prisma oyster
#

…unsure of what you mean by that @loud heron

reef lintel
#

What

#

Like text on the map?

#

Or like a script in notepad++?

loud heron
#

text on the map, on the left site

prisma oyster
loud heron
#

thx

haughty verge
#

anyone have familiarity with ravage? are any of their items placeable in the editor?

novel granite
#

Hello can anyone help me with restricting AI movement to inside a building

prisma oyster
#

restrict as in "force them absolutely in the building", or restrict as in "if they step outside, automatically order them to go inside"?

#

@novel granite ↑
or even, restrict as in "never move from windows"

novel granite
#

the first one @prisma oyster

prisma oyster
#

hmm not easily, as AI tends to walk wherever it wants (especially in walls)

novel granite
#

are there any workarounds?

prisma oyster
novel granite
#

ok thanks

#

Because I'm making a cqb scenario is it possible to make the AI only move once a player enters their house

#

I could imagine that is very complex tbh

prisma oyster
#

not really, but they would still be prone to leave the house after that

novel granite
#

I will just make randomized stationary AI then

vestal perch
#

AI moves on set path tracks and between set positions inside buildings

#

so precise movement is impossible

hallow osprey
#

You could let them patrol random buildingpos via script? Activated by a trigger fitted neatly around each house?

reef lintel
#

Lambs danger AI has a well workibg CQB waypiont where the group will enter the house and move to all (i think) positions and back out of the house

#

But yes set paths for ai in houses sadly.

dim kindle
vestal perch
#

how do you spawn it?

dim kindle
#

I created the one on the left in Editor setting the height of the legs and hiding the panels though its attributes, then play tested the mission to make it into a composition for use in Zeus mode but every time you spawn it from the compositions menu it resets all its parameters

vestal perch
#

then likely its not meant for that kind of placement

little lantern
#

When using a trigger which is synced to a "set task state" module, does it matter whether the trigger "server only" box is checked or not?

#

I’m aware that it changes how the code in On Activation box gets executed but what about synced modules?

cloud sparrow
#

It depends on the module, if triggers are always local, so server only trigger will be created on server only.

#

If the module is also executing it's functions only on the server then it should be fine. If module is doing stuff with local effects it will need every client to have it's own trigger.

#

How it's done for the Task Module? No clue, go test it.

little lantern
#

Is there a way where I can force two clients into a test server to test this?

#

I can see for myself that it works but then I am also the server...

#

It would be cool if I can somehow create a new β€œlocal test” client to join my LAN server

vestal perch
#

no need someone to join it

reef lintel
#

@little lantern open arma in another tab and join via LAN

#

Its always good to do that. Will show locality problens like running spawnscripts local unintentionally where you suddebly have twice the enemies

haughty verge
#

Set task state doesn't matter

#

Since the thing you are linking it to is tied to whomever the change is going to happen to

little lantern
#

@reef lintel I don’t think you can open Arma twice with the same Steam account... πŸ€”

#

@cloud sparrow Thank you for the description. I noticed this on the wiki:

#

A game logic / module is always local to the server

#

According to the function that the module uses...

cloud sparrow
#

yes you can open it multiple times.

little lantern
#

It has a global effect

#

If the function itself has a global effect but it says every module is local to the server, does this mean it doesn’t really matter whether the β€œserver only” box is checked or not?

haughty verge
#

Correct. Since the server will send the command to the clients and say hey run this locally

exotic eagle
#

Do we have somebody that worked with ALiVe mod here?

primal wave
#

@exotic eagle Try posting on the forums. There are a few contributors who are still active there.

sinful zenith
#

Or you might just join their discord Β―_(ツ)_/Β―

exotic eagle
#

Can't seem to find their discord tho

#

Forum looks dead to be honest

sinful zenith
#

πŸ€”

exotic eagle
#

I completely missed that channel, sorry

muted elbow
#

how can i make a trigger that triggers on a specific unit dying?

muted elbow
#

what i get from that thread is that i need a !alive command and then unit names, but where do i put that in the trigger?

broken inlet
#

into the condition field

muted elbow
#

and what do i put into the Trigger: Activation "activation" thing, the one where it says "what or who can activate the trigger"

#

game logic?

broken inlet
#

just put nothing in there

#

as in leave those disabled

#

How the condition fields works (afaik) is that the this represents the activation options above and then you can add other stuff

#

you can remove the this too

muted elbow
#

so ive found this now

#

if ({alive _x} count units bluGrp == 0) then {/stuff/};

#

i probably dont need the "then" and afterwards

broken inlet
#

you only want to check if a certain character is awake right?

#

@muted elbow

muted elbow
#

yeah

broken inlet
#

!alive charactername

#

the condition box itself is an if statement so you dont need to add another if statement inside of it

muted elbow
#

so if i have a fia squadlead it would be !alive O_G_Soldier_SL_F

broken inlet
#

You need to assign the character a variable name

#

Double click on the character and enter a name into the box at the top

muted elbow
#

oooooh

broken inlet
#

I forgot to mention that awe

muted elbow
#

so if i put the variable name as "dead" i just need to do !alive dead

#

and the ! is a negation

prisma oyster
#

yeah (even if such a name is not helping your understanding ^^)

#

you can name it guyToKill, then write the condition as not alive guyToKill
and you understand it first try πŸ™‚

broken inlet
#

^ thats smarterer

muted elbow
#

i had something similar a bit ago, but i didnt know that i needed to put a variable name ^^

#

and with ace, the not alive means dead, not just unconscius right

prisma oyster
#

yep

muted elbow
#

eey it works

broken inlet
muted elbow
#

thank u

muted elbow
#

with ace and in the editor, how would i make units fastrope?

#

there is a "let units fastrope" waypoint type

#

but that doesnt work

#

it just makes him hover

somber lagoon
#

hey guys

#

why does my helicoter not make craters when it crashes

proud jacinth
#

Is there a way to work together in the Eden editior at the same time with a friend?

vestal perch
#

no

#

you would have to do that live in game

proud jacinth
#

Well is there a mod?

haughty verge
#

nope. you can however test together when you start the editor preview as a listen mp server

#

you can also collaborate with code together with various programs

proud jacinth
#

Aw, that is sad

haughty verge
#

invite your buddy over for some beer and work on it together

proud jacinth
#

But I think it will be a great feature

haughty verge
#

with a mask

proud jacinth
#

Nah

haughty verge
#

@somber lagoon because that's not how it works in base arma. now if you had a script to do it, it could work buuuuuut ya gotta figure a proof of concept on that for yourself

somber lagoon
#

when i was in the vr editor it can

haughty verge
#

are we talking the dirt crater or just the black explosion decal?

somber lagoon
#

dirt

#

not the 2d one

haughty verge
#

whats your steps so i can replicate it real quick

somber lagoon
#

spawn helo without pilot

#

yeet it down

haughty verge
#

when I go in the editor and open a new VR map, place a chopper and let it fall, I only get the 2D explosion crater

#

any particular mods you are using?

prisma oyster
#

Craters are only for planes, no?
Also I believe they don't spawn in VR but I might be mistaken

royal hollow
#

Hey folks,
Short question. Looks like my units forget their names, once I start the mission on the server. Is this a normal arma behavior?

prisma oyster
#

do you use the Alzheimer DLC?

royal hollow
#

πŸ˜‚ Ah..... Sorry. I forgot what a dlc is πŸ˜‚

#

Oh.... It's the hangover dlc

prisma oyster
#

what do you mean by

forget their names
@royal hollow ?

royal hollow
#

Once I start the mission the names I gave them in the editor get replaced with random names

sacred schooner
#

I've got a unit called OBJ1 and a trigger with !(OBJ1 in thisList); in it's activation, this should mean once the unit is outside the trigger area it activates right?

prisma oyster
#

yes

#

if the trigger is listed to trigger it, too
if this trigger is only for this unit, link the trigger to the unit and use "not present"

sacred schooner
#

Hmm, I can't get either to work, wack. I'll start a new scenario. thanks though I'm not doing it super wrong at least.

sacred schooner
#

ok yeah tried both, no mods, 1 task that succeeds if you kill unit OBJ1 (which works), and another if they leave the trigger that has !(OBJ1 in thisList); for its condition || also tried !(OBJ1 in thisList)||
I tried making the OBJ1 the owner of the trigger and set it to if the owner isn't present, activate, and still nothing.

If anyone wants to take a look at the mission file and just double check it works it would be very appreciated, it's doing my head in i can't see what's going wrong.

#

ok having the condition as !(OBJ1 in thisList); triggers the on activation part which plays a hint, but doesn't activate the task state module so task doesn't change state. When using the Trigger Owner is or isn't present method it doesn't go off at all.

fading goblet
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So you have a trigger which checks if someone got killed (which works)
And you want a second trigger to check if people leave the trigger, but without the person who got shot (?)

sacred schooner
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yeah it's meant to just goes off if the unit with the variable of OBJ1 leaves it. I've removed the other parts of the task that make it succeed if OBJ1 gets shot. no dice.

prisma oyster
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tried alive OBJ1 && !(OBJ1 in thisList) ?

sacred schooner
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i'll give it a go

prisma oyster
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so the absence is sure to be "leaving", and not "dying"

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(I am not just I got the exact goal you are trying to reach, mb if it doesn't work)

sacred schooner
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ok so i've changed it a bit to make it as simple as possible.

trigger has the condition of:
alive OBJ1 && !(OBJ1 in thisList)
activation of
hint "CSAT is gone";
OBJ1 is well inside the trigger.

at mission start the trigger just goes off right away.
making OBJ1 the trigger own and switching the condition to "owner only" and "not present" makes nothing goes off at all

tried this with different units on different maps, no dice so far.

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Ol, synced a smoke grenade to the trigger when it has alive OBJ1 && !(OBJ1 in thisList) in it.
turns out the hint activating did mean the trigger activated, just immediately on mission start so i didn't get the "task failed" notification before. so the trigger with "alive OBJ1 && !(OBJ1 in thisList)" is going off right away even though OBJ1 is still inside.

and setting OBJ1 as the trigger owner still doesn't work at all

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i'll try and get some mates to test it out and if we figure it out i'll post back here.

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thanks for the help though guys

reef lintel
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i bet 1 cookie you put "alive OBJ1 && !(OBJ1 in thisList)" in the code section and not the "condition" section and thats why it gives false positives

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@sacred schooner

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oh now that i think of it, the trigger needs some kind of type to search for. so if its set to "only players" it wont detect obj1 -> !(OBJ1 in thisList) becomes true and the trigger fires

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so you need to set the trigger to sth that can and will detect obj1.

sacred schooner
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ok turns out the Trigger own method was just missing "this" in condition lol, so that's working at least.

@reef lintel nope, it's in the condition, and the trigger is set to Type: none, Activation: none. also it can search and find if OBJ1 is alive or not already since when kill them another trigger activates which has !alive OBJ1 and the same type of TYPE and ACTIVATION as this trigger with alive OBJ1 && !(OBJ1 in thisList)

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is there even "only players" or "only ai" searching?

prisma oyster
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@reef lintel gib cookie

sacred schooner
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changed the variable to MAN1 to just check if it was a spelling mistake, but alas not.

reef lintel
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"Activation: none." i think thats the problem. set it to "all blufor" or sth

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!alive Obj1 doesnt requite the trigger to detect that obj1 is in it, thats why it works

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@sacred schooner

sacred schooner
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oh man, yup, that sees like it works lol

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πŸͺ

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it's all yours

reef lintel
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yeeeeesss

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also watch out for "server only". if its not ticked, the code in it will be ran for every connected player + 1 server.
so if you have a "spawn smoke grenade if xyz" and 20 players, it would spawn 20 smokes

prisma oyster
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21* if server != player πŸ˜›

sacred schooner
reef lintel
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hm isnt even when locally MP hosted that hosting player gets counted twice as server & player?

prisma oyster
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depends on the script, but not for trigger I hope think

haughty verge
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Locally hosted MP, the player that is hosting gets counted once

little lantern
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In thisList with an area trigger with the activation set to OPFOR (OPFOR being the AI enemy), would any OPFOR occupied vehicles also show up in thisList or would it just be the infantry units?

prisma oyster
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empty vehicles are not counted as OPFOR-sided

little lantern
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So if I were to have a car and an OPFOR driver in the car, both the driver and the car would show in the array?

reef lintel
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the occupied car becomes the unit (if only one men is inside).

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so it would be returned like one infantry men

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if multiple are inside all are counted i think

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but the vehicle itself is not counted extra or sth.
you can filter your thisList for vehicles tho

glass steppe
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does anyone know if every person that joins my server need to have lambs installed or just the server.

reef lintel
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Serverside is enough afaik

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Could be that zeus placed units dont have lambs then tho

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That was asked on the steam page before and also answered

soft crater
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Howdy, I have a quick question if someone would like to help

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I'm making a basic mission to mess around... 6 D20 155mm howitzer's firing on a FOB in the dense Vietnam jungle. I'm using the "fire mission" waypoint, BECAUSE setting up a trigger, naming my guns (gun1,gun2,gun3, etc) and using doArtilleryFire DIDN'T work for some reason 😦

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either way, with the "fire mission" way point, the 6 D20's just unleash all their rounds until they're out of ammo. How would I go about limiting their ammo to about 7 rounds?

last aurora
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remove all magazines, add needed number back

jaunty laurel
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Hello, need some help with a scenario im trying to create. I would like to have an enemy patrol trigger an elimination task when they enter an area, for the player to clear said area. the win condition will be the cleared area. is this possible? i have tried to use two overlaying triggers, one to detect the enemy team and create the task, the second to complete the task. But the 2nd trigger will fire instantly as there is no enemy in the area. how can I get around this?

last aurora
soft crater
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@last aurora thanks man!

Ironically enough, right after commenting I found out im just dumb and didn't look hard enough. When selecting a unit/vehicle, there's a slider that has health/armour, fuel, and ammo ..bam set it to 10% and everything is solid..

last aurora
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πŸ‘

jaunty laurel
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@last aurora I am trying to accommodate an "auto spawn" in the area as im am using the Alive Mod. so I cant watch a specific placed unit or group.

last aurora
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i'm not very skilled with such things, but i think you could spawn a trigger together with a group and give statements via script.
like an initial trigger that executes that script trigger/group combo
but for that you should ask in #arma3_scripting

jaunty laurel
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hmm okay, I was hoping to avoid another script but, ya ill ask the question, thanks πŸ˜„

last aurora
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there could ofc be other solutions that i'm not aware of

reef lintel
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Hello, need some help with a scenario im trying to create. I would like to have an enemy patrol trigger an elimination task when they enter an area, for the player to clear said area. the win condition will be the cleared area. is this possible? i have tried to use two overlaying triggers, one to detect the enemy team and create the task, the second to complete the task. But the 2nd trigger will fire instantly as there is no enemy in the area. how can I get around this?
@jaunty laurel

Very easy, literally 2 words adding:
If a trigger fires, it creates a variable that says "this trigger has fired before"
You can add that as the condition of the second trigger, so it can only fire after the first one did

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I just cant remeber it. It saw it in a yt video on how to create tasks

tepid timber
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I'm very new to editing. I have a basic Zeus-enabled mission that works fine when:

  1. tested from the eden editor;
  2. tested from a locally hosted server;

However, when this mission is exported to the multiplayer missions folder, and then uploaded to my Linux-based dedicated server, the mission doesn't work at all.

  1. When you join the dedi-server the first time, the lobby does not show any of the player slots or virtual slots, so you can never start;
  2. When you disconnect, if you try re-connecting again, you get a "maximum players reached" error and cannot join, so you must restart the server from the Linux server's shell.

Any idea as to what might be going on here? :v

Please tag me. It's 4am here, so I might take a bit to get back to you, but I will. Thanks.