#arma3_editor
1 messages Β· Page 38 of 1
a trigger can only have 1 activation (like presence), although you could use "Any presence" and check if side is bluefor or opfo
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?
I checked the addon-options, but this mod does not have an "enable/disable" function.
Do the location logic have any in-game benefits or are they only just to mark locations?
you can create locations with them (obviously) and also use these as data holders (like "owner", "points" etc)
Yeah thats chongo. Currently creatibg a prototype village there to see if the feeling fitsπ
@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.
Location != Trigger @primal wave?
Whoops didn't read Tyrandar's second comment. Honestly don't know about location logics.
using ```sqf
get3DENSelected "object" select 0 enableSimulation true
especially useful at night for the light setup yes π
its something eden shouldve been bundled with
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)
Acctime is clearly 1 since the trees move in the wind for example
Hey, I'm trying to figure out how to get a helicopter to drop off a unit over water.
Can I get any help?
Yes
HI guys, could anyone think why this is being created in me mission.pbo? Blastcore_VEP
ok, so im asuming because i have Blastcore loaded when i make a mission. Im sure ive made other missions with it loaded... hmmm
Yes
@prisma oyster
Thanks for the help, couldn't have done without you.
Lmao
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
clearradio; ?
π
@dim kindle see _unit action ["eject", _vehicle]; and unassignVehicle the _unit too π
Thanks man
hey peeps any chance anyone can remember what the website with all the object classnames and pictures was called?
β¦the wiki?
Otherwise, maybe AiO
Oh yeah fair taht exists too, I just thought I remembered there being a seperate website that did itt oo
there are other, but they are mostly modded related. like the one from Uro for terrain assets
how DARE you go to other sites Γ¨_Γ©

Ah yeah I think that might have been the one I was thinking about since I remembering it having objects on it @last aurora
Thank you
Due to the huge sets of data, the wiki is very slow.
yeah thats not a lie
Β―_(γ)_/Β―
how do i make a soldier surrender to the enemy side then be liberated is this possible in the arma 3 editor
pardon my ignorance but what is the difference between Sphere and Sphere (Geometry) ?
as I can walk/shoot through both
oh. (Geometry) allows for addAction, that's it
You are pardoned
thank you, m'lord

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
an alpha�
any particular reason why as an admin I cannot edit the mission params in game? no custom PBOs, just the base game mp missions
Make sure that the missions arent running already @haughty verge
@prisma oyster I assume he means an alpha squad since he mentions 2 other cars
can't assume anything Β―\_(γ)_/Β―
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
the players want a little zeus miniop
hm odd
Nope dont have one at hand, sorry
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?
Depends on how complex you want to make the 'holding'
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
i already did, but all the soldiers did was peacefully walk around, the zombies didnt attack the soldiers either
If the zombies are on the resistance side, you have to set the resistance enemy to west
^
Click on Attributes and then click 'General' then go to the side relations @hoary lark
ahh i see
thx
one more question @broken inlet can i place more than 1 unit at once? (sry for ping)
No worries, you can place pre made groups by clicking on the group icon in the top right of the interface
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 :/
I feel like I remember there being premade groups for them
but you can also select multiple zombies and ctrl c/ ctrl v them
Although the more units you have the worse performance gets
happy to help 
aight
i need your help
so I have a ww2 mod
and planes can carry 1-2 bombs(fighters)
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
i just dont know how to make that so please help
Sounds like the bomb thing might need some scripting but other than that should be doable with waypoints I think
maybe a removeWeapon "machineguns thing", then re-add it and remove "bomb thing"
well i dont know how to script
The bi wiki has lots of pages of scripting commands
@marble atlas look for weapons, removeWeapon and addWeapon commands π
kk
I am having trouble getting the names
Do i just place the _wArray = weapons player; in the init of the plane?
is there a way to prevent players from starting the game? like keep them in the role selection screen or briefing screen?
until zeus wants them to?
iirc you can do that if you have someone logged in as admin @haughty verge
but zeus can't
you can make them all wait for someone to start the game, but once its started everyone can join through
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.
That'll work π
anyone else have issues with RHS and CUP AI heli crews not firing on ground forces?
Yo guys

i was wondering if it is possible to make something like war thunder's enduring confrontation in arma 3
basically destroy/bomb enemy factory ( 3 of them ) and then destroy the enemies airfield/base to win
What's War Thunder?
oh just a ww2 air combat game but they have added tanks and boats but the game kinda sucks now
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
arma is a sandbox. you can do whatever you want
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
#arma3_scenario would be a good start
Okay ill ask it soon there thnx guys !
Does anyone know any animations in vanilla, ace or the ace animation expansion that looks like the character is pointing at himself?
@cyan fjord No crossposting #rules thanks
Remain in this channel, if someone has the info they will tell you
Okay sorry
np! π
found it!
gib!
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.
Everyone is a noob. I've been a part of this community since 2001 and I learn new things everyday.
I mostly don't want to get confused by info coming from multiple sources
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.
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.
May i ask you all here now?
I wanted someone to pay attention and thats why i was aiming for the DMs but if this works good
@torpid turret it's π
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.
@torpid turret how can one call himself a gentleman if he isn't polite when it comes to simple speach?
Very true
thanks either way
I have images of the popup i get when testing the scenario.
If that helps.
The first step (and the others may already be typing this) is to think logically
If / When / And / When type statements will come in handy for determining flow
If Humvee 1 destroyed, Then trigger Ambush.
Do note that i am very new to the editor so you might have to dumb down some things.
Thats why I use pseudo code
"step through" that which you wish to happen.
In the editor, you should name your objects (Hum1, Hum2, Hum3)
Do this for all of your units ESPECIALLY for those you wish things to happen against
May i send you the image of the popup? I think it has something to do with the humvees.
As in the mod might be causing all the problems
sure, send it via DM if you wish
I unloaded a few mods and i'm not getting the second popup anymore
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?
if there is no "player", the next placed unit is
Hm, I already have a player down.
You can place one player, place all your units, then delete the first one
@split siren mods maybe
I do have 3den enhanced but it never has done this before
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.
dunno, but you can easily check that with the debug console
Can you guys link me a basic list of commands I can type in the int field of the attributes menu?
Great thanks
weird, the "do not fire unless fired upon" is more like "do not fire unless aimed upon"
yes, they are not going to wait to be shot ^^
if spotted and in immediate danger, they will fire (back or not)
Can I play with dlc clothes if i don't own the dlc in a edited map ?
you can equip them in arsenal
mmh i was never in the army but i guess the ROE "return fire" means the enemy have to shoot first
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" π
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
and that ruin my ambush
do you know how to make soldiers do a guard round in a given place ?
Cycle type waypoint
Put what close to what?
I want them to stay together
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?
That sounds like an issue in your model; so #arma3_model is probably more fitting for your question.
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
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.
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.
Ah. So if an item is listed under PROPS in the eden editor, does that mean it can't go into a backpack?
not exactly, it depends on how the item is configured
@fading goblet Mind answering afew more questions for me?
feel free to ask π
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?
That baked into vanilla editor? Or is that mod/scripting territory?
that will be more #arma3_scripting than just connecting some modules/triggers together
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?
Oh! I can pickup flash drives! Is there a way to trigger a task state by picking up an item?
I would normally set a missionVariable on pickup, and have a trigger check for that variable
so something like the "!alive item_variable_name"?
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.
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
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!
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.
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
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.
Is there mod to remove editing area?
@languid dune β¦what do you mean by that?
I assume Zeus editing area limit. Usually a mission-specific thing
Can we add an order to the end of task notifications ?
@prisma oyster When a player spawns, it creates a big blue area around him
I donβt know what its called I heard that it was called the editing area?
@languid dune It's usefull. Idk why you're trying to remove it
The problem is that when I am playing with my friend, and I am zeusing itβs annoying that I canβt spawn vehicle near him
And he was to walk all the way to the vehicle which is kind of wasting time
You can get around that by just quickly making your own zeus mission in the 3den editor
Alright I see
I mean I didnβt even know there was spawn protection area when I first time zeus
is the flash drive (equipment) restricted to people who have apex??
aka do players need apex to pick it up and keep it in their inventory
I doubt so, but it's needed to check via non-owners IMO
aight
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?
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;
};
};
};```
This error is caused by the BIS_fnc_mirrorCuratorSettings function.
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};
Check in your code where it's executed, or if the modules are correctly synced
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.
The script is written in the "Game Master" Gamemode Module, in it's init.
Huh, this is odd. It fixed itself on a Dedicated Server.
not that strange(?) π
if (isServer) then {
God, I really wish I could properly understand the scripts xD Thanks!
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
Trigger activation can run scripts
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?
set a waypoint to the APC with a condition alive theUnitName
and name the unit to kill theUnitName
@glass steppe ^
How would I do this on a timer @prisma oyster sorry for the ping
timer?
waituntil or sleep
Depending on your use case
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.
you could then make a trigger that checks for AI absence to allow for the APC to move π
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>
}```
would something along those lines work? @prisma oyster
oh you can actually do it from Eden Editor itself, no need for scripting π
yes!! and you know now!!
but you get the idea
frankfurt? βοΈ
idiot π
hahahahahaaa π
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)
parmesan?
/offtopic π¨
i might have to question your sanity if i have to tell you what orly in chat means π
o rly?
π
Trigger activation can run scripts
@kind prism how would i put the tp script in the trigger's on activation section
would it be with the add action variables like ["" , "Tele.sqf"]??
or just ["tele.sqf"]
Put in the stuff that normally goes inside braces {}
hello would anyone be able to help me with a simple script on my mission?
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
so like independent is allowed to recruit 4 units, opfor is allowed 10 etc
given we don't know this script (and it's not a common one I think?), hardly
im trying to open a sqm file a friend send me in eden editor
put it into the documents folder mission
but the editor won'T show it to me when i try to open it
aka the list is just blank
your sqm file should be in a directory missionName.terrainName, e.g myMission.Altis
in the arma 3 documents missions?
yes
would there be anything i could put before a script to make it for a specific faction
for example
bon_max_units_allowed = 10;
could i put something like EAST bon_max_units_allowed = 10;
you can name the variable: bon_max_units_allowed_EAST
thank you
assuming that you modify the whole script though, because it doesn't magically set bon_max_units_allowed for EAST only
@prisma oyster i did as you said named the folder where the sqm is in after the terrain
but it still doesn'T show up
\missions\mission.VR\mission.sqm @dim kindle
is that supposed to be a directory path?
@prisma oyster
its for the Rosche map
aka a mod map
so i don't know the procedure for that
tell your friend to send you the whole directory, it will be less painful
@fading goblet how would i be able to modify the whole script? sorry im very new to making arma related stuff
I don't know the script, so perhaps there's even a variable available to make it only work with a single side.
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
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!";
};
};
@rapid cradle ```sqf please
what does that mean?
Check the pinned message
β¦in #arma3_scripting π
```sqf
/* your code */
hint "good!";
```
β/* your code */ hint "good!";
@rapid cradle β how to format SQF in Discord
Ah, forgot here's #arma3_editor
i am really confused
I'm really confused because you're confused
Formatting codes make the codes show better and better
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
What's the context? Where's the YouTube video?
ArmaA 3 Editing
π€
So in order to change the position of βrespawningβ you need to replace the parts of sqf ((_this select 2) getRelPos [10,180])I think. This code is kinda hard to understand...
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
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
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
What purpose is there of playing a legacy version of the game?
Playing with Linux players, or testing that something worked in version x and not in version y
placing down the camera module in the keyframe animations section of 3den breaks the 3den camera. Known bug?
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
Door_1_source
thanks but i've already tried putting this animateDoor ["Door_1_source", 1]; in its init box which does nothing
is this singleplayer or multiplayer?
try animatedoor instead?
yeah already tried that too and theres no mentioning of "door_1_source" in the configs either
btw, is the mission for singleplayer or multiplayer?
singleplayer
and not intended for MP at all?
nope but i got it working
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
yeah thanks
perfectly fine for SP
animationNames to get animations
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?
@tired quest run setPos in onPlayerRespawn.sqf
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
in 3den you can simply set the Z axis of the respawn module
Does anyone know how to change the color of the speaker when using BIS_fnc_EXP_camp_playSubtitles?
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 π
Wdym composition? They can be made and placed anywhere
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
is there more to headless clients than just putting the editor module? will it just work that way?
module? you need to place a headless client logic afaik, not a module. But maybe the naming is wrong in editor
yeah its under logic, sorry my bad
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
nice, thanks!
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
What is your problem? Because a few thousand people can probably do more than only one
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
I guess this would help: https://forums.bohemia.net/forums/topic/213255-simple-auto-teleport-trigger/
awesome man!
Google is our Lord and Saviour!
@viral pagoda read the BIS_fnc_kbTellLocal, iirc there is a variable to setVariable on the speaker, and it can take <t> tags
ok thanks will look into it
@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.
@reef lintel thanks man cant wait to get started again!
hello, would it be possible for me to ask for a little help with my editor mission?
Whatever it is, as long as it's Editor related
so is that a yes?
@trim raptor "don't ask to ask, just ask" π
acknowledged
how do i set up ai units to run a function when they become player controlled
Using trigger or TeamSwitch Mission EventHandler
and "local" EH if MP
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
oh, it might not need an EH (Event Handler) then. What do you want to achieve?
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.
did you try adding support to all the units?
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
no, just isnt working
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
but it works for the first unit i play as
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?
yes teamswitch i can show you on vc if that works for you
not rn but i found this:
if my guess is correct, you can re-run the add support in the onTeamSwitch.
how do i do that, sorry i'm really quite new at this
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
fair enough lol
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
ok thank you so much
btw are you sure your addSupport command is correct?
yes
the biki says it wants 3 parameters, you only give 2.
because it works the first time
[requesterUnit, requesterMod, providerMod] call BIS_fnc_addSupportLink
alright we`ll do yours first
also the 3rd param is optional it's to link requester to a provider, but my requester is already linked
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?
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];
}];
disableAI and enableAI? @edgy totem
I need them to be empty or disabled at the beginning, I need to look into enabling and disabling AI.
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
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.
Iirc _unit lookDir _dir forces it to face a direction
You could just set its ammo to zero?
That makes a visual difference for the launcher.
Ah
BTW, you guys know the GUI element for this function? "BIS_fnc_holdActionAdd", is there a way to hide/show it specifically?
By adjusting condition?
You mean the activation distance?
No, condition
https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
conditionShow and conditionProgress
I set it to true, still not visible. Do you know what setting could hide it?
Without your code, I can say nothing
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?
Check pinned message in #arma3_scripting
There are conditions in string brackets. That doesnt seen right
You mean
publicVariable "Cond_2"
?
I don't think publicVariable in this context has something
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.
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.
Change it to thissqf "(_this distance _target < 3) and something"will enable it only when the boolean something is true
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.
You are trying to use a custom icon?
No, vanilla. I am going through settings enabling different UI elements, but I still can't find the right settings.
Excuse me, what exactly do you wanted to do?
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";
Both work, I have no idea if there is a performance difference though.
@reef lintel so i just peg the code u sent into init?
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
@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.
can i not put picture here?
@reef lintel it says something like invalid number in expression
you can link stuff but not directly post pics
when i try to hit ok
does it say where the error is?
It's working flawlessly for me
it says its at the BIS_fnc_addsupportlink part
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
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
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??
@edgy totem This icon is created with https://community.bistudio.com/wiki/setUserActionText
@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?
ok sweet, thank you so so much man, really big help
yes
i just haven't played it with my mates yet
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.
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?
@reef lintel will that mp code also work in sp?
https://community.bistudio.com/wiki/enableUAVConnectability
This? @viral pagoda
Is there a list of default Arma 3 ingame videos anywhere? Stuff like the into video to campaing.
No. But you can find them in video pbos
They are not named in config? Will I have to open the PBO's to get the names and paths?
@trim raptor yes its SP compatible
mad thanks mate
https://cdn.discordapp.com/attachments/531944364554059778/734058399087591424/unknown.png
if i want to setTaskState this do i use poliakko setTaskState ... or taskPoliakko setTaskState ...
i think poliakko but want to make sure
thanks!
@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;
this is the code btw
Hm does it throw an error?
Do you do something before it stops working? @trim raptor
nope and nope @reef lintel
yes
Absolutely yes. If isn't working, you're missing something
First, what did you do?
And with what code?
Woah...
β¦please
@vast bolt
tip, use markdowns for code ;)
https://gist.github.com/Almeeida/41a664d8d5f3a8855591c2f1e0e07b19
you are also using execVM = "test", which is not how you should use it.
nice what does it do?
Did you wrote or taken from somewhere?
I'm not going to blame you if you didn't, just wondered
see https://community.bistudio.com/wiki/execVM
for help
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.
terrible mods maybe - but that would be #arma3_troubleshooting
I strongly recommend not to try crashing/tampering w/ BE - just find the issue and remove it
let's move to β #arma_battleye
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.
What difficulty and are they in your squad
Veteran and no
is there a way to make a light at fixed point that blooms if the player looks at it
yes, "#lightpoint" createVehicle _objPos @dim kindle
oh awesome
then toy with
setLightBrightness, setLightUseFlare, etc
created lightpoint is an object
no, really use "#lightpoint" as classname
https://community.bistudio.com/wiki/setLightFlareSize the biki will help you
Hm, why is adding a single item ctrl/strg+LMB(click) but adding multiple items is shift+LMB(hold+drag)
Which items?
(where though? and, vanilla?)
where though?
just selecting objects in the world
vanilla?
Only had IFA3 loaded but I'll check again without it, doubt it changes it though
(PS: "strg" is definitely German, use "ctrl" to be understood ^^)
Thats why I say both 
You mean, in the left-side menu? I am not sure I see what you mean
one sec
(and anyway, keybinds are keybinds π)
I'm not sure if you can change these in the settings though
Yep
So either you can change it and it's OK, or you cannot and complaining is useless - deal with it πΈ
But I wanna know why its weird 
BECAUSE
β¦like in Windows?
excuse the 360p, youtube is still processing
Windows does it like that
? I've never noticed it before if so
groans and facepalms

So yes, Windows inheritance π
oki 
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
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?
yeah look like I have to use setWaypointScript or something, i'll have to have a play around with that
just check out how to wipe a units waypoints and then add new waypoints @sacred schooner
going to try this, seems like a good way. also means i can attach waypoints to thing easily.
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?
I wish we had wp branching directly in Eden Editor.
yeah, do it in Eden Enhanced!
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
yeah, do it in Eden Enhanced!
@prisma oyster Going to be too hacky
yeah I guessed that much ^^
Can I add Vehicle in Vehicle feuture from apex to vehicles which donβt support this atm ?
You can't via Editor, need model and config settings
Excuse me, what? You don't if the model isn't yours
as a #arma3_scripting workaround, you can use attachTo.
wondering if you can feed cargoBayDimensions[] some x,y,z coordinates rather than named memory points
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
spawn ship module? Is that a mod?
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;
yea it's mcc
Is there a way to keep loadout when dying?
yes
Thanks bud
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
thanks!
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.
Create a search & destroy waypoint and move it to the player location
problem is there is 3-5 players, and if one dies and respawns, then sits in spawn the AI will go towards spawn and away from the players in the objective area.
found this though that looks like it will work
https://forums.bohemia.net/forums/topic/179320-how-to-make-ai-hunt-a-player-down-while-he-is-on-the-move/
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.
there was a way the ai did it in escape from chernarus
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
Discord does not allow to upload screenshot, so heres a link https://imgur.com/a/eZZGELs
[] 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.
@plain gale That worked, thank you very much!
I wish there was a better way 
Create one @sinful zenith π
makes no difference
slightly on perf (but it's mostly for trolling)
on perf? How many curators do you usually have 1k? π
I was actually thinking of one integer to store the count result π€£
@prisma oyster count is faster here... why use forEach?
wat π€£
He was just trolling. Needs a warning!
ah well. _forEachIndex
no _forEachIndex, no need to update and set variable on every iteration. Faster.
So you actually thought forEach was faster @prisma oyster ? Really thought you were trolling π
yeah, I am at work and cannot troll accurately π’
https://community.bistudio.com/wiki/Code_Optimisation#forEach_vs_count_vs_findIf
I should benchmark apply and select, too
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
the "0" parameter in addwaypoint in my code above, is it radius?
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?
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?
see https://community.bistudio.com/wiki/addWaypoint @mortal ice
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?
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
@mortal ice https://community.bistudio.com/wiki/addWaypoint
Oh whoops
Didnt see that lou already answered
@elder lion wdym grouping on the entity list?
@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
Like custon grouping not represebted by the ai groups?
You want to regroup units?
Yes
Yeah can be done by command
But not by drag and drop on the entity list?
you can connect units to each other in the editor as simple as RMB -> select option -> LMB π€·ββοΈ
@fading goblet yes, like I said thats the 3d editor
Would be great if we could edit groups right in the entity editor
can't you just drag units around in there?
on the other hand... I never use that thing because it's useless
Nope
and I use CBA to fix the grouping anyway π€£
Is there some sort of list for pre-installed textures for laptop etc. screens?
Not really; you can place different computers in Eden and check their "custom texture" field @naive depot
Ok
Is there a way in eden editor to just place dead bodies as "simple objects"?
No

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
BI devs used animations for dead states with switchMove and kill them
?
that's to make one go prone
Why is it related to dead states?
Looking at the switchMove documentation
hoping there'd be a list of moves for all the death states
but I was too optimistic
"toLower (configName _x) in ['dead','kia','death']" configClasses (configFile >> "CfgMovesMaleSdr" >> "States") apply {configName _x}```Will return rough list
woah, thanks
@dreamy pagoda
https://community.bistudio.com/wiki/AnimationTitles
this page can help understanding the animation naming convention π
That is also extremely helpful
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?
do you have respawn enabled?
what do you mean?
If a player leaves their 'character' ingame dies iirc thus closing the slot, you can avoid that by adding a respawn
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?
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
Ah right, thanks
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
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
Yeah i thought the biki already clearly answers the question, thats why i linked it
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 π or so im told
but we are a on the run generation! no?
True
I recently complained about a waypoint not working, then i noticed its for take on helicopters, not arma
If something is not 100% clear on the biki shoot us a message in #community_wiki
TKOH waypoint already clarified π
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
Hi @jaunty sundial
what do you mean, removing stam?
Yes
@jaunty sundial what do you mean, removing stam?
what is "stam"?
what did you try?
Disabled ACE advanced fatigue, disabled stamina on each player and doing both
Disabled ACE advanced fatigue, disabled stamina on each player and doing both
how? unticked the checkbox in Eden?
Yep
check ACE settings, and untick in Eden attributes
if that doesn't work, check ACE for support (or play without ACE)
how can i set a task to complete the mission?
when you set it to completed, call BIS_fnc_endMission(Server)
ah so there is no module for that?
ah, I don't know that.
Theres a zeus module for that I believe
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
save as PBO? put on the workshop?
use the 3den editors export button @reef lintel
scenario -> export -> export to SP/MP
cool thx
There is a module
End Scenario. I believe it calls end mission server function
@reef lintel
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
okay i have
variable name: _plane
_plane setVelMS[0, 100, 0]
but it starts with 0 speed
(pointing the obvious but) setVelMS doesn't exist
also, where is the variable defined, where is it used
oh i know i just didnt write the entire thinf
I use the plane attributes
In the init
Object init
in the init:```sqf
0 = this spawn { sleep 0.01; _this setVelocityModelSpace [0,100,0]; };
π why 0 = ?
because the stoopid editor and its stoopid fields only accept value Nothing
unless you run CBA
I did but it still starts with 0 km h
I thibk theres error log
error undefined variable _vehicle
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
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?
β¦unsure of what you mean by that @loud heron
text on the map, on the left site
thx
anyone have familiarity with ravage? are any of their items placeable in the editor?
Hello can anyone help me with restricting AI movement to inside a building
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 β
or even, restrict as in "never move from windows"
the first one @prisma oyster
hmm not easily, as AI tends to walk wherever it wants (especially in walls)
are there any workarounds?
you could try using https://community.bistudio.com/wiki/expectedDestination, and if the destination is outside of the house, apply a new one
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
not really, but they would still be prone to leave the house after that
I will just make randomized stationary AI then
AI moves on set path tracks and between set positions inside buildings
so precise movement is impossible
You could let them patrol random buildingpos via script? Activated by a trigger fitted neatly around each house?
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.
Is there any way to prevent the Military Cargo Platform from resetting any changes made to it in editor when you spawn it in as a custom composition in Zeus?
https://steamuserimages-a.akamaihd.net/ugc/1478821797470929533/5C620886C7A7219D932BED3409F5A5A0067847CE/
how do you spawn it?
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
then likely its not meant for that kind of placement
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?
Iβm aware that it changes how the code in On Activation box gets executed but what about synced modules?
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.
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 βlocal testβ client to join my LAN server
no need someone to join it
@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
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
@reef lintel I donβt think you can open Arma twice with the same Steam account... π€
@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...
yes you can open it multiple times.
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 doesnβt really matter whether the βserver onlyβ box is checked or not?
Correct. Since the server will send the command to the clients and say hey run this locally
Do we have somebody that worked with ALiVe mod here?
@exotic eagle Try posting on the forums. There are a few contributors who are still active there.
Or you might just join their discord Β―_(γ)_/Β―
I completely missed that channel, sorry
how can i make a trigger that triggers on a specific unit dying?
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?
into the condition field
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?
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
so ive found this now
if ({alive _x} count units bluGrp == 0) then {/stuff/};
i probably dont need the "then" and afterwards
yeah
!alive charactername
the condition box itself is an if statement so you dont need to add another if statement inside of it
so if i have a fia squadlead it would be !alive O_G_Soldier_SL_F
You need to assign the character a variable name
Double click on the character and enter a name into the box at the top
oooooh
I forgot to mention that 
so if i put the variable name as "dead" i just need to do !alive dead
and the ! is a negation
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 π
^ thats smarterer
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
yep
eey it works

thank u
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
Is there a way to work together in the Eden editior at the same time with a friend?
Well is there a mod?
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
Aw, that is sad
invite your buddy over for some beer and work on it together
But I think it will be a great feature
with a mask
Nah
@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
when i was in the vr editor it can
are we talking the dirt crater or just the black explosion decal?
whats your steps so i can replicate it real quick
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?
Craters are only for planes, no?
Also I believe they don't spawn in VR but I might be mistaken
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?
do you use the Alzheimer DLC?
what do you mean by
forget their names
@royal hollow ?
Once I start the mission the names I gave them in the editor get replaced with random names
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?
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"
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.
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.
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 (?)
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.
tried alive OBJ1 && !(OBJ1 in thisList) ?
i'll give it a go
so the absence is sure to be "leaving", and not "dying"
(I am not just I got the exact goal you are trying to reach, mb if it doesn't work)
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.
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
i'll try and get some mates to test it out and if we figure it out i'll post back here.
thanks for the help though guys
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
@sacred schooner
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
so you need to set the trigger to sth that can and will detect obj1.
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)
is there even "only players" or "only ai" searching?
@reef lintel gib cookie
changed the variable to MAN1 to just check if it was a spelling mistake, but alas not.
"Activation: none." i think thats the problem. set it to "all blufor" or sth
!alive Obj1 doesnt requite the trigger to detect that obj1 is in it, thats why it works
@sacred schooner
yeeeeesss
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
21* if server != player π

hm isnt even when locally MP hosted that hosting player gets counted twice as server & player?
depends on the script, but not for trigger I hope think
Locally hosted MP, the player that is hosting gets counted once
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?
empty vehicles are not counted as OPFOR-sided
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?
the occupied car becomes the unit (if only one men is inside).
so it would be returned like one infantry men
if multiple are inside all are counted i think
but the vehicle itself is not counted extra or sth.
you can filter your thisList for vehicles tho
does anyone know if every person that joins my server need to have lambs installed or just the server.
Serverside is enough afaik
Could be that zeus placed units dont have lambs then tho
That was asked on the steam page before and also answered
Howdy, I have a quick question if someone would like to help
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 π¦
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?
remove all magazines, add needed number back
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?
might be helpful, or at least giving a hint
https://forums.bohemia.net/forums/topic/156866-how-to-check-if-group-is-dead/
I want it so that when the group is killed, it will execute a new script. Here is the script: sleep 5; playsound Start; hint Be advised Enemy Infantry spotted in your area; GroupOne_X = Creategroup EAST; O_diver_F createUnit [getMarkerPos spawn1,GroupOne_X,GroupOne_X move posi...
@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..
π
@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.
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
hmm okay, I was hoping to avoid another script but, ya ill ask the question, thanks π
there could ofc be other solutions that i'm not aware of
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
I just cant remeber it. It saw it in a yt video on how to create tasks
https://community.bistudio.com/wiki/triggerActivated
There it is.
Just put
(triggerActivated yourfirsttriggernamehere)
In the second triggers condition
I'm very new to editing. I have a basic Zeus-enabled mission that works fine when:
- tested from the eden editor;
- 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.
- 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;
- 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.

