#arma3_editor
1 messages · Page 39 of 1
thank @reef lintel
unfortunately it didn't work
ill just use a kill target and manually place a commander for now.
i am using it in the "Condition" box of the trigger, I have tried with and without the brqackets
Hm can you tell me what the trigger is set to?
Is the first trigger set to repeatable?
Also, put this:
hint format ["trigger was activated: %1",triggerActivated yourfirdttiggername];
Inti the "on activation" of the first trigger to see if it works
I suspect one of your two triggers doesnt fire bc of a wrong setting
Ill look into it myself soon, will provide feedback and also make a small YT tut if it works
@jaunty laurel i know what the problem is. the condition field also needs a "this" conditon, which checks if the trigger detection becomes true. so by putting only "triggerActivated fristTrigger" we actually bypassed the second trigger lol
preplace the condition with "(triggerActivated fristTriggerName && this)"
awesome Ill give that a try tomorrow
i made a quick tutorial on how it works :
https://youtu.be/i849xHeifqU
I have ace medical in my mod pack, but every time a player gets shot they die instantly and respawn instantly. How do you make it so that they will be down and you’ll have to use the ace medical to get them back up?
better ask on ACE slack I think
Ok
i made a quick tutorial on how it works :
https://youtu.be/i849xHeifqU
@reef lintel mate this is fantastic! Absolute legend!
Glad i could help :)
Ill happily make more of this kind, Blender has a ton of these 2 to 5 minute tutorials for small stuff and they have saved me so much time
Can you somehow give a radius to a "dismissed" waypoint?
I want units to stay at their camp, but they walk halfway across the island 😅
Nope, it's really a pigeon release @muted shadow :D
aww :(
well I guess I could use a guard waypoint on the camp
Or script your own
it's not really that important :p
guys, if I place a player enableFatigue false; in GameLogic will it work on multiplayer?
if you just use that line it'll only disable it for the one entity called 'player', for a correct way to do it I recommend asking in #arma3_scripting @wooden forge
thank you!
How do I put an actual Intel entry in the mission? Grabbing intel leaves the category blank.
Check Modules > Intel > Create Diary Record
That module will create it at mission start, or if you sync it to a trigger, it will create the entry when the trigger activates.
I'm trying to set a trigger off when an inventory item (flash drive that is on the ground) is no longer in a trigger.
how would i get this to work?
I'm trying to use _playerIsInside = player inArea _myTrigger;
from the wiki but i don't quite get it how i'm supposed to edit it.
_objecrtIsInside = OBJ2 inArea _trigger1;
or maybe
OBJ2 !inArea _trigger1;
though none of those have worked so far.
I'm trying to run this within a trigger btw
This && {_x iskindof "Item_FlashDisk"} count thislist == 0
tried using this but no dice
isNull MyUsbStick
@sacred schooner
Because if you take it, it gets deleted I guess?
sadly not, it's the inventory version, the idea was one player from the team has to make it out of the AO with the stick.
it currently get's teleported to a NPC when they die, then the players need to grab it and escape.
wait, but aren't inventory object different from object in the world?
I don't think triggers check your inventory.
so if someone takes it, the actual object should disappear?
this just got a whole lot harder if that's true
You should just check if someone with a usb stick is in the exfil zone for success?
wouldn't that just use the same method as checking if the stick doesn't exist in an area?
no, because again once it is taken it is an inventory slot, not an object
Check for each players "has a USB stick and not in area"
That is, if there is only one USB stick of course
hmm ok, so i'd need a trigger to set a bool as true once the stick is picked up.
then another bool that gets set as true once a player enters with a Item_FlashDisk (or leaves an area so there are no Item_FlashDisk in a trigger).
and finally one more trigger that checks that both of these are true.
so "Item_FlashDisk" in ((vestItems player) + (uniformItems player) + (backpackItems player))? how would i try see if this wasn't true? not quite sure how to add a "!" to that.
that and I'm not sure that checks every/any player
just one check, if there is one usb stick thzy cannot create it out of thin air ^^
Server-only trigger
allPlayers findIf { "item_stuff" in items _x && !(_x in thislist) } != -1
@sacred schooner
Item stuff the objects class name or a variable?
classname
awesome
maybe I am wrong with the items usage, try and report
tried it both in singleplayer and in a locally hosted MP sever, allPlayers findIf { "Item_FlashDisk" in items _x && !(_x in thislist) } != -1
once i picked it up ("isNull MyUsbStick" is triggered then), then walk into the trigger with that code above I don't get the hint telling me it's triggered like the Null myusbstick one.
so yeah not quite there yet it seems.
then time to use BIS_fnc_hasItem I guess
and I made the conditions so that it checks if the unit is not in the trigger
oh for the previous one, right one sec
na no dice so far.
I'll have a look at BIS_fnc_hasItem and see what i can do
ok yeah got it working using that.
just need it to work within a trigger now.
got it
&& !(_x in thislist)? Yep
So workies?
this && part6 && [player, "ItemMap"] call BIS_fnc_hasItem;
Part 6 is a bool that turns true once the stick is picked up.
"this" is the faction side the players are on being not present.
oh wait
ok ItemMap works but Item_FlashDrive doesn't hmmm.
Item_Files doesn't work either.
Items are the things that go in the slots in inventroy, like map compass binocolars. If yiu can equip it, its likely not an item
I might be wrong tho
good thing you can't equip a flash drive or a file haha
you can equip a map though
just tried it weapon_arifle_MXC_F, though i think that is a pick up version. let me try without the F
@reef lintel you are ^^
looking in the CGF viewer i can't see it saying it gives you a new item when you pick it up
this && part6 && allPlayers findIf { "Item_Files" in items _x && !(_x in thislist) } != 0
hey, i think this works
Thanks again @prisma oyster
though one last thing, just a general scripting thing
this && allPlayers findIf { "Item_Files" in items _x && !(_x in thislist) } != 0 && {_x iskindof "Item_FlashDisk"} count thislist == 0
the code looks like this now, i'm pretty sure it's not going to work because two bits of the code are using _x which i assume is just a variable.
would _y be just fine as a replacement?
_x is a magic variable
Its the auto assigned variable in for loops and also array select {code stuff conditoon} things (which are also loops)
{
Hint str _x;
} foreach [1,2,"General Kenobi];
_x will becone each of thise values
right right, so _y is fine then
Hm i dont think x is a problem, its probably private
this && (allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 0) && (({(_x iskindof "Item_FlashDisk")} count thislist) == 0)
probably
Make brackets around the conditions
Its hard to read and it might mess things up
And it doesnt work?
{_x iskindof "Item_Files"} count thislist == 0
doesn't seem to even work atm though, with just this condition it will just activate on its own even with a file object on the floor. so back to the drawing board for now.
You want to make sure that no item files is im thislist?
basically i just need to check if a player has a item in their inventory and a item of the same type doesn't currently exist in a trigger
Hm such an item would be placed in a weaponsholder afaik
So it might not be detectable by its own class
Btw, it might be easier to store all those conditions in boolean variables so you can easier tell whats going on
_filesInTrigger = ({_x iskindof "Item_Files"} count thislist == 0);
yeah all of these will just fire triggers of when i do nothing at all and just have "item_files" just sitting in the trigger
({_x iskindof "Item_Files"} count thislist == 0);
(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != -1)
(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 0)
(allPlayers findIf { ("Item_Files" in items _x) && !(_x in thislist) } != 1)
I think i'll just settle with making the players pick the item up once, then leave the AO.
how would you check if one bool is false but another is true?
Part1 && !Part2
?
thought that would be it but it doesn't seem to want to work or (Part1) && !(Part2)
Part1 needs to be true AND Part2 needs to be false.
Thats the right way to check that.. should work fine
I've got two triggers with activations of
Part1 = true;
hint "you have been detected ";
hint "The VIP has landed, free to engage";
part2 = true;
and they go off fine, though yeah checking that part1 && !part2 doesn't seem to want to work :/
it's meant to be a fail mission state, but atm it just sets off a bunch of coloured smoke grenades and another hint so i know it worked, which it currently does not.
ok got it, just had to set part2 as false at mission start.
yeah undefined variable won't default to false
Like all things in arma should be

last dumb question of the night
titleText [endTime, "PLAIN"];
I want to put a varible into a titleText function, not sure how though.
titleText [format ["my text is here and the time is %1", endTime], "PLAIN"];
ah the comma
titleText ["<t color='#FFFFFF' size='2'>" + str endTime + "</t><br/>", "PLAIN", 3, true, true];
format would be more efficient
Wait.. I answered you that exact same question two weeks ago in #arma3_scripting 🤔
Hi! How finish mission for spectator in mp mission?
how do you make a zeus mission out of a star wars mod for TCW
Can I just confirm that when a trigger has its “server only” setting off, it runs the code on all machines (global) as opposed to just the unit that activated the zone trigger?
I had a trigger which worked fine in a LAN session when testing it. In the dedicated server, it only teleported 2 players leaving the other 12 players staying in the same spot.
The one player that activated the trigger wasn’t one of the 2 that got teleported.
then you're using global client every client has his own copy of the trigger that executes independenlty.
Common mistake is doing something like... let's say you're doing "teleport trigger".
you create trigger with "Blufor present" condtion and in statement you do player setPos markerPos "myTeleportTarget"
then if one player activates the trigger (blufor present) this will move every player to the teleport target.
(but more likely it will move part of the players as trigger condition checks are done 0.5 on every client independenlty)
hey guys,
can someone help me with my mission
I am trying to increase the rendering distance for grass, but i can't find any command for it
right now it looks like this:
https://i.imgur.com/5ea7I6h.jpg
edit*
setTerrainGrid 3,125; is already enabled
@cloud sparrow That is exactly what I did with the trigger and yet only two players were teleported.
It was set to activate with any player. The condition was then set to only run activation code when the person inside the trigger was a certain person.
That certain person didn’t even get teleported himself...
Two random people from the squad got teleported
I then even used “execute code” module from Zeus Enhanced. I executed the following code globally:
player moveInAny transportVehicle;
Absolutely nothing happened
Is transportVehicle even defined?
If it tries to move the players in the same vehicle position at once then it can fail. It would be better to do it server side sequentially
Is
transportVehicleeven defined?
Yes
Ohh that makes sense
So cycle through all players and do it every 0.1 second?
But then what could’ve happened to my task trigger? It was supposed to activate once there are no more BLUFOR in the area.
There were no more BLUFOR and it didn’t complete the task.
I tested this in a LAN server however and it did complete the task.
Well how is that trigger and task set up?
Trigger activation is set to BLUFOR (as that is the enemy). Condition is set to “the count of thisList is 0” (not literally). It is synced to a “set task state” which is synced to “create task”.
Set task state is set to “complete”
And create task is set to “Independent” (as this is the player force)
Is that trigger set to BLUFOR present or not present?
No need to count thisList if you can just set trigger activation to BLUFOR not present.
It is set to present
If you don't use it for anything else, try setting it to not present and resetting the condition back to this.
Sure but what I did still should’ve worked in that mission
I’m clueless as to why it suddenly just broke
So it worked in MP but not in SP?
Negative. It worked in SP, it worked in LAN MP but it didn’t work in dedicated MP
Is it set to server only?
It didn’t matter because there was no activation code
But no, it was set to global by default
If you want, and if its vanilla Arma, you can PM me the .sqm and I'll have a look.
Do you maybe have different addon settings on the server?
I havent experienced it but apparently these can cause issues
Checked the server rpt?
Did the old man wiki suffer any change with the OPREP?
I don't think so. Even if so, you can contribute to the BIKI so make our work less
is there a chance or a plan to bring the old man modules to work in multiplayer?
Never
😦
my 2 cents here: for a game that does the best in coop multiplayer, the multiplayer part should be the main focus point when new featured get developed
If you are aiming to develop a Single Player open world mission, you develop according to that. When it comes to multiplayer, depending on the system, there are more stuff to consider occurs which impacts both on production and testing phases, resulting in the content being delivered later. Just because some people may use your modules, do not mean you would go through the entire struggle for it. I think it is cool enough that they allow their modules to be usable by anyone in any missions.
you're right, but still it's a shame that we can't reliably use the module in multiplayer, it could have introduced more funny mechanics with a litte effort to make the modules compatible for multiplayer sessions, my point is that afaik most people play the arma series for the multiplayer coop anyways, that's like the main point of selling and almost all my clanmates got it for that purpose, so yea with X more effort that module would generate X^10 happiness and flexibility to the community core, that was my point
For context, the mods Im using are Achilles/ZEN/Ares.
I was wondering if you could create RP/LZ modules within Eden editor. I'm having a space station map, and having to put the LZ/RPs is super tedious and frustrating, and I wanted to see if there was a way of manipulating it in Eden
Im using are Achilles/ZEN/Ares
Do you use one of the three, or all three at the same time?
Always a bad idea to have 3 mods running which are doing the same thing...
Anyhow, to answer you question; afaik is these no RP/LZ module for 3den, but you should be able to just place AI somewhere and set a move waypoint to the location you want, and if needed attach to a trigger to only let them move when players are actually there.
No Im not using them at the same time, just for context what mods ive tried. So using a waypoint and a trigger would work better?
In short it's the same thing, just made easier for Zeus.
Perhaps 3den Enhanced has a module/waypoint for it, but I'm not sure.
@dim kindle Open a new mission, put the group you want, put the waypoint(s) you want, do everything you want with it, when done, generate the mission in SQF format, copy the part which creates the group and does everything related to it, paste it in a trigger activation in your actual mission , tick the repeat button, ta-da you got what you want.
How to script without scripting 101
Thank you!
Hey guys, I am curious I had a buddy of mine build a bunch of custom stuff on our Cherno map.. he has the original file, but I am wondering, is it possible to download the file from the server into my eden editor so I can continue on his work?
if he shares the mission.sqm file with you (or better, the whole Mission.terrain directory) than you can simply put that in your missions/mpmissions directory and open it in the editor
ok I did take the mission.sqm from the server and put it in my mpmissions but it doesn't populate in eden when I go to open it.. hmm
it needs to be in mpmissions/mission_name.terrain_name/mission.sqm
alright thanks
i need help im trying to make it so the gun is on the ground but with the bypods down like you are using it and you are sniping
hello, is there any way to make playable AI group members respawn at a given point or marker instead of right next to you, thanks.
just asking for some advice here, say you have an objective, and you want enemy reinforcements to start driving towards it once the player sets off a trigger on the objective.
However you want the reinforcements to come from one of two directions. sure you can set a random start, but you need another move waypoint next to where they start so that it can be linked to the trigger, thus they don't start moving to the objective until the objective trigger is activated. what's a good way to go about doing this? having a bool get set to true or false randomly which sets of one of 2 other triggers that have setPos for both the reinforcements and their first move waypoint?
quick question is there a way to load a mission without all of the required mods?
quick question is there a way to load a mission without all of the required mods?
you'll break the mission if you do
yeah yeah some objects will be removed but i got a mod that i dont want any more and i worked so much on this mission
although not recommended you can clear the required addons array in the mission.sqm file. then you can open it up and view it.
@dim kindle thank you!
you have been warned
i made millions of backups
guys how would i make playable AI spawn at a spawn point instead of their death position
Take a look at the respawn options
how can i make ai to do formation flight
Play DCS
nah i dont want to spend 80 bucks for an f-16
AI does not do very good formation flight. What kind of purpose do you have for it?
You want to actually fly with AI in formation. Or make videos or pictures from it?
Or something else
just pictures
any recommendations for 3den arsenal mod? BI's takes a while to load compared to ACE3 arsenal but after several mod installs, I cannot open ACE3 arsenal in the editor so looking for a similar mod
I don’t know which mod it could be, I also have a sickening amount of mods and didn’t have an issue. I only added some asset based mods, nothing for mechanics or scripts
I only play to create and film in Eden so im wondering how much of ace’s pbos I can take out to still be able to use the ace Arsenal
an option would be to not load everything at once but only the mods you use
anyone see an issue where the vehicles are at a crawling speed?
I've seen it (as if the gear box got stuck in first gear), and you can fix it by stopping completely and then start driving again
tried that, nothing doing 😦 spawned another vehicle and same issue
might be the mod maybe
well, ACE speed limiter should reset when you get into another vehicle, so that can't be it
simply don't press DELETE to set the speed limited 🤷♂️
ya, not that, thanks anyways
@wooden forge A Game Logic you place in 3DEN is going to be local to the server.
To get your code executed on every client, I suggest - if you insist on using a Game Logic Module - to put something like {player addAction ["Arsenal", {["Open", true] call BIS_fnc_arsenal}, {}, 0, false, true, "", "true", -1];} remoteExec ["BIS_fnc_spawn", 0, true]; into its init field.
the code I had came up with is this
if (isServer) then {[player, ["Arsenal", {["Open", true] call BIS_fnc_arsenal;}, {}, 0, false, true, "", "true", -1]] remoteExec ["addAction", 0, true]};
(the isServer is just for debug), but it didn't work, what did I do wrong?
It might be that the player is the one obtained on the machine that ran remoteExec, in this case the server.
i keep getting an error that says i dont have acces and then crashes my game
has happened 50 time now
every time i launch the editor adn try to move around it as a player
@thorny ocean In the editor preview?
@wind raptor Yes
@thorny ocean isn't it a memory access problem that Windows pops up? If that's the case, head towards #arma3_troubleshooting, thanks
Say does anyone know how to fix this problem I am having with the "Create Task" module:
When server starts and everybody loads in task is there and fine for those who joined right when the mission started (before the trigger to create the task was activated), but if someone disconnect and rejoin after the trigger was activated and the task was created they won't be able to see the task, everyone else who joined before the task was created can see it, but those who joined after can't.
How did you set it up? By "show for all synced units"?
That might break for JIP.
Try "show for blufor/opfor" maybe?
Also if it is created by trigger make sure your trigger code will run on JIP clients i guess
Not actually sure how triggers usually behave with jip 🤔
@sage hinge Missions designed for JIP need to be thought out in advance, or else a single place that wasn't safeguarded for JIP, can compromise the rest of the flow of the mission for that person.
I'm not experienced in that kind of missions but one thing you could try is in init.sqf, make the player always verify if any mission trigger has ever been activated, if yes execute it's code/chain of modules. I don't actually know how you can do this for linked modules, but if the trigger code was call BIS_fnc_taskCreate, then you could just point out something like execute trigger.code or just paste again the trigger code for the init.sqf-
Or have every trigger code in independent .sqf so that you can just point in both cases to null =[] execVM "trigger_code1.sqf";
I'd go to #arma3_scenario for further help. And read these (although not very helpful actually) to get acquittanced about JIP situations https://community.bistudio.com/wiki/Multiplayer_Scripting#Join_In_Progress
https://community.bistudio.com/wiki/Join_In_Progress
anyone have any experience with the "intro" phase at the top of eden editor?
Yes? What is the issue?
hey guys, i have a problem
i'm trying to make the AI pilots touch down to let the people in the heli out
and then fly away
which is working well
but the ai who are being transported don't get out when the pilot touches down
did you tell them to get out?
yes, but how? there should be a "get out" waypoint for the transported group
so
unitsGroup (unrelated to helicopter group)
heliGroup
heliGroup → MOVE → UNLOAD TRANSPORT → MOVE
unitsGroup → GET OUT (near UNLOAD TRANSPORT) → MOVE
correct?
ohhhhhhhhhh
no i did just an advanced land
i'll try unload transport
yay
it works
thank you
Hey guys, how do i spawn an unloaded weapon?
i read here https://community.bistudio.com/wiki/addWeapon that a magazine must be added otherwise the model is not loaded
what exactly do you want to do? empty weapon on a table, or weapon in someone's hands?
on a table
you would then need to create a weapon holder, and addWeaponCargo to it
see createVehicle examples, and addWeaponCargo page on the wiki
ty!
Is there a way to activate a module via a trigger that has been deactivated?
So on deactivation that is. Trying to get a script that shows a layer when player is in range but hides it when out of range.
Thanks I'll try that out later.
Ehy guys! I need help for a mod. I'm following an old tutorial to create your own head. I've created the custom head, imported into object builder, applyed the texture and added the neck using the bust example. Model viewer is showing it correctly but I not understand why when I import the mod it is "white" into the arsenal.
Yo, does anyone know how to make a heli spin out of control in arma?? Like when it reaches a certain spot? with ai flying it
Please ping me if you do
Break the tail rotor
how @vestal perch
Trigger with sethitpointdamage script maybe
i wouldnt have clue how to do that lol
Then you need to figure out the parts. How to use triggers and how to use scripting commands in them and what scripting commands to use.
oh ok thanks
Wrong setup of tools perhaps if it works in buldozer
@vestal perch hi! Tools setup seems ok. Probably my cpp code is wrong. I'll check the cpp example in the a3 folder. ty
I think is necessary I create a ppa file that includes head, eyes, ecc ecc and call it from the rvmat file. correct ?
Dunno. Since you are doing some old tutorial I would wager there can be any number of issues, starting from tools setup that does not work.
ok, TY, @vestal perch , I'll double check eveything and If I'm in trouble I'll try to ask 🙂
Id suggest the PMCwiki or Armadoc git page setup guides
you might be surprised on how easy it is to set them up in a way that does not work fully
Id suggest the PMCwiki or Armadoc git page setup guides
@vestal perch thank you. I'll look at it!
Links have been passed on here on maker channels a lot
Hey guys, anyone have a "detect if entirety of player's group is in specified vehicle" script I can put into a trigger's condition field? I've tried
{_x in h1 && alive _x} count playableUnits == {alive _x} count playableUnits;
but it seems like it just immediately returns true. None of the others I've found have been any better either.
uh one sec, apparently I dont understand formatting
there we go
put this here instead of #arma3_scripting cause it's one line and for a trigger
I misread as trigger instead of vehicle, nevermind
can someone help me with this error?
No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass'.
Are you playing with mods?
or have your saved that mission file while you had mods on in the past?
yeah, its a map/mission with mods that i created
Check for a missing mod, although that looks kind of like the vanilla hesco barrier classname
That error usually pops up when the game is looking for a classname of a mod that you don't have activated anymore
what is the fastest/best way to check wich mod I am missing?
one second, I'll see if I can find it in the config viewer
only
yeah hahaha
45 for a single mission is a bit high, 140 in total is a bit low
idk man, i have everything i need, planes, all weapons, medic stuff maps
naval ships
right click arma 3 in steam library, local files, verify
will do
it seems to be a vanilla item, waiting for the wiki to load
@verbal rose
playableUnits findIf {vehicle _x != <vehicle
variable here>} == -1;
thanks, I'll try that
why is the wiki lagging my pc lol
my mouse is bugging out
@obsidian pumice https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Structures that classname is the vanilla single block hesco
search for "Land_HBarrier_1_F"
found it
the No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass'. seems to refer to a missing config file for it, only thing I can think of is verifying game files
Might have to wait for a mod or something if that doesnt work, that or looking in the config viewer
Good luck, back to my editor for me
okay thx buddy ❤️
@past sun oh duh, I was testing it in SP which appears to ignore playable characters. It works fine in multiplayer, thanks! Now to determine if I should make it singleplayer-compatible or just ignore it lol. It works fine when removing AI team members in role select thankfully, opposite from my other code
Guess I'll need to overhaul my scripts before release then
No entry 'bin\config.bin/CfgVehicles/Land_HBarrier_1_F.vehicleClass' usually indicates that a mod is overwriting configs. i guess you have mods loaded?
@obsidian pumice ^
i have like over 140 mods downloaded, but only use 45 for the mission
just seen it, thx
@verbal rose
did what u said, didn't fixed it tho 😦
sorry dude, idk. See if a moderator can help you out, or maybe see if @last aurora is right by making a new scenario without mods and seeing if the error still occurs
@obsidian pumice you have some broken mod that breaks vanilla Arma. All you can do is test them each for which one is broken and delete that.
okay thx @vestal perch
I’m trying to set up a SS but can’t because the AI won’t pull down their NVGs, what’s the Init command to have them pulled down?
In daytime or nighttime?
Then just run the mission
Alright
whats the difference between placing an asset in bulldozer and placing an asset in eden?
3den creates scenarios that run on a terrain, Buldozer is part of the tools to create a terrain
yes
otherwise we would have empty terrains where everyone is free to put down anything they want
right, but how are they different is what i wanted to know aha.
anyone know something I can add to an AI's init so they always walk around with a launcher equipped?
Hello I am looking to make a fun mission for my friends where you start off inside a house but its locked you search it for a bit nothing special but then a patrol of gendarmarie walk up to the door and then the back door becomes unlocked after 20/30 seconds of them arriving is there a way to do this?
via scripting and triggers i believe so yea, however i have no idea how at this moment of time 😄
Oh okay well if anyone knows how to it would be very helpful
Hey, a hypothetical, if I were to make a scenario similar to the depth of a mod like Antistasi, what should I learn about the editor to make it happen? I'd like to have AI on a multiplayer scenario, but also allow a lot of roles to be filled by players. Would I be able to do that strictly through scripting in the editor, or would I need to dive into some code?
@twilit glacier for complex game mode like that you will basically need to know everything
so yes it would require scripting too for more complex features
@sullen mauve very likely it is possible with combination of triggers and scripting
So coding outside of scripting?
@vestal perch Would you know how to do it as im awful with the editor and scripting in arma
not off the top of my head and dont unfortunately have the time to figur it out
@twilit glacier outside scripting probably not.
unless you want persistence that is saved in outside database
Star wars stuff is banned from this discord and the other official forums afaik because of IP stuff so 👀 @young belfry
oh
Ok, different question: If I had robots....? Heh... Can I rephrase my question or no? :P
Oh, new question.
Trigger with type of "guard <side>" if I make them have a radius, will any units set to guard, and who guard the area, will they only guard the acutaly position of the trigger, or anywhere inside the radius?
Oh no, I know why they move outside
Well, I tihnk so.. I heard it was b/c they'll support other units
Not sure if intended or not tho
Ah ok... Well, I have an airbase and I'd like it so the AI are guarding the whole base. And if possible, having some units standing by around the base and patrols patrolling, then having it so the patrols spot someone, and then the ones on standby go into combat and move in on enemy positions. BUT I don't want people on the other side of the map moving in to help a random unit who sees a single unit, but rather a unit within the base moving around the small space of the base...
If that makes any sense...
Also, I am curious about my scriping... As in the scripting channel... idk why that isn't working xD
@tired quest you can try taking away their other weapons
Yea but theyre cilivans so I dont think it works
I don't think an hour is less then every 30 minutes... idk but yk...
Game crashed, lost an hour of work about... So fun
that or Ctrl+S
IS any one knowing the item list name of the nato APR? I was looking in the arma 3 wiki but didnt find anything and also with google and found anything. What is its designation, I would like to add the item to every AI´s and players inventory.
APR?
the nato gas mask
the one with the filter
is this the item name? G_AirPurifyingRespirator_01_F
yes it is
Funny its not on the wiki but I found it with search, a very painful search on this discord.
its not showing up here https://community.bistudio.com/wiki/Arma_3_Assets and if you look for APR you dont find anything. Sure if you look after the item after you found the item name is easy. But that was not the problem. The problem was not knowing the items name. So NATO APR = G_AirPurifyingRespirator_01_F
Or hint goggles player 😏
But yeah, I didn't add Contact when I exported Assets - time to update it I guess
how many assets is the max I should really be placing in editor for a 30 ish player group?
Do you mean assets as in objects or assets as in vehicles and stuff? @dim kindle
depends on what you want to do
I dont think objects are really tied to the amount of players
of course you shouldnt go overboard but there isnt really a set limit I'd say
i know theres not a literal set limit, im just tying to figure out exactly how objects in eden cause player frame rate issues and how many objects roughly it takes to start having performance issues
I would also like to know how you can have over 100k objects in a terrain file/map but cant place that many in eden.
I sorta doubt that most maps have 100k objects on them and even if they did they arent all in one place
So they arent all being rendered at the same time
Objects on the map are unloaded/loaded with terrain distance (terrain streaming)
The number of objects varies in the way that some objects have PhysX, some objects are simple objects, etc
And finally, it depends on the server and client, so there is not really an answer to that @dim kindle
@broken inlet yes they do xD
I think ait also depends on the the specs of the system you run, ssd or no ssd? how much ram, Cpu and how many cpu´s? On MP missions what kind of server and what systems are the clients running.
to many variables to tell when it starts to lag out, except you can only tell for your self and your specs and your system.
simulation calculations differ on terrain and editor placed objects
the question should be how many objects at once can your system handle or the average system.
to load and unload at what speed.
walking speed 2km/h?, drving speed 40km/h, flying speed 1000 Km/h
huh whats a 'normal' amount of objects for a mid sized/big map to have (roughly) 👀 ? @vestal perch

desert == usually lot less objects that tropical region
Yeah fair
Terrains can hold even more objects but the key is the object density and scene complexity
its different if you have a million objects spread around evenly or tightly packed on small area
how much different?
id wager Altis might have been updated since these were taken
could be removed duplicates or just overall small adjustments
the terrain file itself reports ~~1197359 ~~ 1779908 objects
oh scratch that looked at the wrong line
1779908
thats the count in the terrains .wrp file
so possibly nearestTerrainObjects did not catch everything
¯_(ツ)_/¯
its a lot of objects though
Right I kinda get it I think.
Its cos I like to create lage custom strucktures. And I want to make it as lag free as possible as well as it having all the detail in it.
that equation is likely not possible
also AI can behave different with terrain and editor objects
yea, i knew about the AI.
you can always try of course but at some point it will start failing
Usually I turn as much as possible into simple objects.
Nearest Terrain Objects doesn't grab e.g roads, so maybe the difference is here?
and grass clutter too, perhaps
clutter wouldn't be counted in the terrain file either, since it's just defined in a config and spawned at runtime
yeah with clutter objects it would be quite a bit larger number xD
*boom*
Hey, is there a way to see what the borders of my minefield look like without having to jump back and forth between eden and playing?
It's in a module.
If its created by a module I dont think so
Hrm.
Well, I'm trying to create a no man's zone where the AI avoids. I thought I could create a minefield and set a trigger to the patrols to avoid it, but it isn't working
create set of triggers that orders anyone entering the area to move somewhere else?
Would that be Combat Patrol location removed?
@twilit glacier you can place mines with the minefield module and make them known to the AI - they will strictly avoid them
How does the AI recognize them?
they are revealed to them
Ugh, I am getting so frustrated. I want Opfor to NOT FIRE on blufor unless the cross this specific threshold or are fired upon, and either the AI is just not listening, or I'm doing something wrong.
Is there a way to watch the AI play out the mission with out you playing a character just being a camera guy kinda?
You can use Zeus for that
@twilit glacier setCombatMode "GREEN" or "BLUE"?
In the Init?
never in the init
Then I don't know where to put that
how did you do until now, waypoints?
I have some opfor set to guard a checkpoint
But, of course, do not fire unless fired upon doesn't work
@twilit glacier guard how, waypoints, group parameters settings, ?
I've tried a bunch of stuff. The closest I've got is using a 'garrison' module that allows you to set peramiters that opfor won't shoot unless shot at
Waypoints don't seem to work at all. They'll either sit there not shooting back at all, or immedietly fire on me
BLUE = Never fire back
GREEN = Fire back only when fired upon (or aimed at a bit too much)
Yeah, but where do I put that line?
no need to script, the group settings or the waypoint settings allow that
In combat mode, all I see is Unchanged, Forced Hold Fire, Do no fire unless fired upon keep formation, do no fire unless fired upon, open fire keep formation, and open fire
I don't see green or blue
OK, so these are the settings corresponding to BLUE, GREEN etc
Forced Hold Fire will make them NEVER return fire
Do not fire(…) will make them hold fire until spotted and aimed at/in immediate danger
Nope, just tested it. They still shoot at me even when I have no weapon
On Do not fire...
my assistance here only covers vanilla features ^^
works in vanilla
if you use ACE and/or any AI mods, I can't and won't help!
yep, tested, both work as intended
Huh, I just tried in vanilla and the two test groups I put down immedietly started shooting at each other
of course (with "unless fired upon"), because they point guns at each others
I tried it myself; the AI got nervous, until I aimed at it then it emptied its mag in my chest (-:
Having my group come over a hill was enough for the opfor to start opening up on me
without any mods
place a BLUFOR player (you), place an OPFOR soldier (AI)
walk around, won't shoot
aim… ded
testing
lol I did your test, and started with my guy looking a whole other direction. I then put my weapons down for good measure
BAM DEAD
It don't work
sneaky!
I just made myself a survivor, which is a guy without ANY weapons
Opfor still killed me
@twilit glacier I confirm your statement about hold fire unless fire upon, in VR they just wait a bit before opening fire
Never Fire works as expected though.
→ unless "spotted" maybe
Yeah. See, my issue is that I want to create a sort of checkpoint where a couple of guards are. I'd like to set it so that they go aggro when you enter a specific trigger, and so that if you fire on them they don't stand there like nothing's happening. But, I don't want to be shot at just for LOOKING at the checkpoint either
yep, they won't shoot until they are spotted, not fired upon - tested and confirmed
you could e.g be setCaptive
or them set as CARELESS
hey all im set up a mission in arma 3 and load up the zeus on a blufor character
i then try to create objectives for them to capture but i cant put opfour as a defender they don't exsist how do i fix this
well I use a squad that is waiting in ambush for a second squad to get in range, one group is in danger mode and set to hold fier and hold formation, they spot the enemy 700 meters out but they do not fiere. I have set up a trigger in optimal range and synched it to the AI behavior module and that module to the ambush group. In the AI behavior module I have set the condition to open fier engage at will. Works perfectly fine. They open fier when the trigger gets activated. Blue for detected by opfor and is in the trigger box.
Its in vanila arma, no mods.
You need tot work more with moduls. Bohemia has put a lot of useful stuff in there.
@twilit glacier "But, I don't want to be shot at just for LOOKING at the checkpoint either" what do you mean? YOu dont want the AI to engage a hostile? You are a known enemy to them why should they not attack? Maybe you should make them independent then or your character civilian or switch the allegiance of your character to same group as the enemy.
and play around with the trinity module.
Cause the mission I wanna do is set on a border. Like the Korean DMZ gone hot
See setCaptive on the wiki, should be enough for the situation
@mild hawk
https://community.bistudio.com/wiki/Arma_3_Assets updated with Old Man and Contact assets
(I realise now, some of it - doing the rest rn)
done 🙂
cool
whats the name of the earthquake machine again?
the East Wind?
yeah, just trying to find it in the editor
found it, it simply called... device why? idk lol
because shakingthingthatrumblesislands is to long
earth shaker
milshakemashinelarge
the RedBurger one, the other one is always broken
how does one make a plane shoot or attack ground forces
its not like I know how to do it and its doesnt work I just dont know how lol
AI plane*
?
well the AI usually has to get some distance and line up. Make your missions adjacent to that i guess? There's also an air strike object in the Eden Editor
Interesting
Because when I do it I just have a seek and destroy near there and it’s like they just go over it and that’s it
Should I be using a different way point?
Do you want it to target things directly?
and what do you have for the loadout for the aircraft? I think that effects it too
I just want it to attack anything at this point lol
I’ve been using a lot of different modded and vanilla units so idk really what specifically
You probly just wanna put down a destroy waypoint on the enemy then
Directly or to the side?
@sand lotus Destroy waypoint attached to a unit or “seek & destroy” in the general area of the enemies.
Regardless of where you put the plane, it’ll change its altitude on its own depending on the task given
alright
Unless you specifically command it to flyInHeight
sorry to annoy you but does it always supposed to shoot on the first pass by
On the first pass, it generally doesn’t tend to open fire as it is just scanning the field for enemies/threats.
On the second pass, it will fire by chance depending on if the enemies moved much.
np
lets see if it works this time lmao
@little lantern just as a question for my own editing do you know what the best AI mod is
or in your opinion
AI mods are all down to personal preference
There isn’t really a “best”
Have a read of the features each of them have and decide what you find will suit best to your mission
tbh I honestly dont really make missions just battles lmao, I wanna get into multiplayer but idk how hard or how tasking it is on my PC
Making multiplayer missions shouldn’t be any more taxing on your computer than making single player missions.
Hosting is another matter
possibly one last thing, should I change anything from the default plane behavior when i want it to destroy
No
By default, the unit behaviour is “aware” afaik which essentially means that it is ready to go into a combat state as soon as an enemy is spotted
what happens if you teleport a headless client? I see that most teleport scripts purposefully exclude them, but I can't find an explanation to why
For some reason, an error caused the nightvision mode to have some dark outline box in the middle.
probs mods
oh ok
Okay so I put down a respawn, set settings in multiplayer etc
I also have a description.ext file with the settings
And whenever anyone respawns they just respawn on their corpse
what did you set the respawn to in the attributes?
and did you set up a custom position with the defined variablename?
Ah I dunno much about the differences between local and dedi, sorry
Alright
Oh heck that's what I thought
The respawn point is respawn_west
enableDebugConsole = 1;
respawn = 3 ;
respawndelay = 5;
respawndialog = 0;
respawnTemplates[] = {"Counter"};
author="1CMBG J-5";
OnLoadName = "Operation Bronze Knuckle";
OnLoadMission = "1CMBG sets their sights on restoring peace to the area and weakening the ISIL forces";
disabledAI = 1;
loadScreen = "images\mp1.jpg";
class Header
{
gameType = Coop;
};
That's my description
Oh heck
Would the space after respawn matter?
@dim kindle
using a marker?
I placed down the "respawn positon" from the systems tab
An empty marker?
respawnTemplates[] = {"Counter", "MenuPosition"};
try this
without "MenuPosition" you won't be able to select a position 🤷♂️
Hm
I have been staring at it for hours
the only issue I had with description.ext is that it always got overwritten by mission.sqm (no idea why, because it should be the other way around)
language?
Profanity
@dim kindle thank you so much, that worked!
Can i trigger a lighting bolt?
Propably, you might be able to just create a lightning strike module on the location you want it on
you probably need a trigger for that
yep
anyone got the command for forcing a AI to use a grenade
@quiet flower you could use "UseWeapon" action ("Throw" weapon), but perhaps something simpler too
https://community.bistudio.com/wiki/Arma_3_Actions#UseWeapon
or fire
or forceWeaponFire
or BIS_fnc_fire
aight, thanks man @prisma oyster
i cant get it to work but im just stupid so
have you seen examples on the wiki pages?
nope, i was trying to find one
(fyi, search bar is top-right of the wiki and should redirect you to the page - it also has a raw autocomplete)
@quiet flower ↑
How to put arty/war sounds in background?
You can use the sound module for that
I'm trying to make a mission for friends to play on, is there a simple way to reset a composition to it's starting state by interacting with an object or anything?
does putting a sleep; in a trigger condition cause it to be checked less frequently?
I'm thinking/working on a concept mission of hunter vs. hunted.
here is a picture of the concept i'm working on. But since i'm a noob when it comes to anything related to arma scripting, i was thinking i might need help. Would anyone be interested in hearing more?
obviously i have more detall on what i want to gain with the mission besides the simple imgur pic. But i figured it would not be appreciated to fill out a chat window with it.
I'd guess compiling your questions into series of smaller parts would be good approach. That way each part can be posted and answered separately.
hello i need help in making a mod cuz i dont know where to start like how do i make planes and tanks for a dream project on making a korean war mod independent on orner mods with vehicles that were there during the war and a war thunder tank and plane mod too
If you've never modded arma before a project like that is a rather steep start
If you want to make the models for the mod yourself you're going to have to learn how to use a software for that like blender
i still don't know how to do respawns, still stuck with the save loadout on death
my code is saving loadout on death but i want it to be the same every time
then die with the same loadout, come on 😄
the problem is that magazines do not get restored
So, I don't get it:
Do you want to respawn with the loadout you had on start, or do you want to respawn with the loadout you had on death?
on start
oh and i read the article on the BI forum
and im a newbie in coding so be gentle XD
"i-it's my first time senpai!" rawr
XDD
so basically, you should save the loadout whenever its state is good
on death, reapply it
at which step do you encounter an issue?
i have onplayerkilled with player setVariable["Saved_Loadout",getUnitLoadout player]; and this saves the loadout on death right?
nope i want the loadout saved on start
you want to save it on start, when you still haven't used any ammo
so not "onplayerkilled" 🙂
just "setVariable", no EH needed
sorry i still don't understand :/ where should i do that?
when you want to save the loadout, so I guess right at the start
ok!
Does anyone know any other ways of doing cinematics besides camera.sqs & intro.sqs
just scripting it from ground up
@primal rain see https://community.bistudio.com/wiki/Camera_Tutorial 🙂
@prisma oyster So could I put that infomation into an sqf file and execute it?
well yes, that's the point 😊
Okay I will give it a try. My camera and intro sqs aren't working when I have (CUP) Units, Weapons and vehicles loaded and the people over at CUP denied responsibility so this gives me hope 🙂
I indeed doubt CUP units are the reason ^^
How would a content mod break vanilla cam scripts that are totally unrelated to what CUP does...?
because of you, audio, because of you
Damn... I got exposed...
Now I have to delete all "create random unrelated bugs" commands from CUP
im actually baffled myself I dont want to be a drama queen but the issue only happend when I had units, weapons and vehicles loaded
I also saw there was a ticket created a while ago regarding something similar but was closed
(ticket link plz?)
hmm that's weird indeed, but how was your camera setup?
just
this exec "camera.sqs"
this exec "intro.sqs"
or
this exec "camera.sqs" && "intro.sqs" ?
Im showing difference instances
One moment Im doing
this exec "camera.sqs"
Another time im using
this exec "intro.sqs"
weird, could it be that CUP replaces these scripts 🤨
anyway! SQF is the way to go 😄
thank god arma 3 coding isn't like python where the spacing is vital lul
yeah, "we don't do that here" 😄
im trying to currently convert it. Would you say its easy or hard?
Not hard, see the guide above - once you get the hang of it, it's pretty straightforward
I could make an sqs2sqf tool… if it doesn't exist already
I had a look I couldn’t see anything but House is always right so do it 😏
So uh, I need some help but I can only really explain what's wrong with a screenshot--Cause I. Don't exactly know what's wrong.
Okay wait I may be able to explain-
So, I'm tryna make a scenario and when I load in to test the scenario, the game tells me 'Extension ace_advanced_ballistics_x64.dll not found.'
Now--
I looked for an ACE Ballistics in Steam Workshop and only found a mod that seem pretty similar to what the game was telling me I required.
You know how to verify you game data on steam?
and also click on all your ace mods and hit the three buttons
I don't know how to verify game data on steam--But continue.
Anyone know of a mod/module that lets you change the rank of AI during a mission?
Local Files
Verify integrity of game data
but before that
repair your ace mods
@dreamy token Should be able to be done without mods or modules
Want me to show you?
@primal rain I'm trying to avoid using Zeus or MCC or anything else but I have a recruiter where you can recruit troops and HCC so you can put them into High Command units, but I'm trying to make sure the right AI ends up as the leader of the HC unit
Are you using any scripts?
I would most importantly give your ai a variable name
like HC1 or HC2
that's what I was thinking, but the mod generates the unit, I don't know enough about ARMA scripting to figure out how to deal with dynamically generated entities
What mod are you using to generate the units
I can pretty much only manage to adjust a default loadout in an init field in fact, with lots of corrections during the progress
Spyders Addons
Im not entirely sure
but
I would give your units a variable name
and mess around with triggers but I'm not familiar with
addons despite workshop showing me as of having downloaded it
@primal rain Okay so--I probably should have done this before seeking help but, I restarted my Arma and it's working well.
Thanks for offering the help tho--Have a good one.
any suggestions for an alternate recruitment mod or script? I'd love to have something like in DUWS but dunno if thats a plug and play type thing
I was thinking something where I'd have a template of the unit with skill level and rank set and it clones it and spawns it nearby or something but like I said I know jack about ARMA scripting
yeah, mainly to replace units lost during missions
I'm using High Command Converter to do Platoon level operations on MCC generated missions
so I have 10+ High command units and I set their waypoints etc. do the mission, and then when I come back I'd like to recruit more people and add them to the HC units (which can be done, just the rank is messing with some of HCC functioning)
like if I recruit a new teamleader they join the team as the lowest ranking person
you must have some balls to try using MCC
I just use the mission generator really
I have never seen or heard of anyone using MCC to make a mission
lol, it's just me and a friend or two, more about planning the mission and doing it than about the mission itself
so it adds objectives and enemies and that's all we really need
do you think I could have a trigger that sets the rank of any BLUFOR units with a certain name? like all TeamLeaders would become Sergeants, any Grenadiers become Corporals etc.
if you think it's possible I'll try to figure it out, but I'd rather not go on a wild goosechase
yuh
You would have a trigger and when it activates it would be something of along the lines of
(your unit is called h1 for eg)
h1 setRank "SERGANT";
I'll give it a shot, thanks for the help
So, I'm tryna make NPCs in vehicles move in a convoy when the player reaches a certain point, but I don't know a thing about game coding.
Anyone who may be able to give some help?
give them waypoints to set up their convoy formation, sync all those start waypoints with the players waypoint that you want them to start moving and then have them move to the location desired, put them on safe if you want them to follow roads
I think that'd work, but I'm no expert
Aight, thanks
I personally have everything bound to a trigger
Where can I put the setTimeMultiplier command and how do I properly use it? I'm just tryna get the time to move a bit faster in game instead of waiting for 4 hours.
Like--I mean, in the editor. Do I use the debug console?
That'll work
Alright. If I want like, 1 in game hour to be like? 20 minutes Irl, what number would I put after the setTimeMultiplier command?
1 = 1 hour per an hour, 2 = 2 hour per an hour and so on
Aight, thanks for the help.
As BIKI says, you only can set 0.1 to 120 because of performance things
Aight
So, I assign a waypoint for a vehicle to drive down a road and make the front passenger into the player so I can make sure the vehicle is like, actually doing what it needs to. But, for some reason, me and the other front passenger AI get out of the vehicle and the vehicle just drives off. What can I do to fix this?
@hidden solar Make the player the leader of the group
Thanks.
So basically, LAMBS artillery isn't working. I've set up the proper things I need to provide to the artillery vehicles, and they refuse to budge. Previously, only one artillery vehicle actually worked, but it only seemed to shoot after OPFOR was killed. Any help would be great.
And yes, all units (including OPFOR) have a radio, and should be in constant contact with the other AI.
@hidden solar Just set it through intel and look at the time multiplier
Hello, for some reason I am unable to open the Debug Console in the editor, never had this issue before, restarted multiple times. Any ideas?
Let me know if this should be in #arma3_troubleshooting instead.
could someone help me a bit with trigers?
No crossposting please @hidden nymph
I said to ask your question, not post the exact same message again 👀
do you want me to rephrase it?
does someone know how to st up trigers?
how do i set up trigers?
@broken inlet better?
The more precise the better, and I recommend deleting the message in #arma3_scripting since that on especially violates the crossposting rule
pastes exact same message
Yep you've figured out how to break the rules, congrats
xD
I'm trying to simulate a shooting range with AI. I'm using the invisible enemy target so the AI will shoot at the targets.The issue I am running into is the AI continues to shoot until the mag is empty without taking a break. Is there any way to make an AI pause in between shots?
So I saw a video of an automatic bargate with a gatekeeper
I know the script for the gate to open, but how can I go by the animation?
oooh those are fun to make.
As in hard or?
Nah it's really just a Trigger, a Variable, and some code on activation and deactivation of the trigger.
So, you'd place the bargate down, then give it a variable name, so you can call it in the trigger, so that it can be activated.
Yeah
//On Activation
barGate animate ["Door_1_Move", 1];
//On Deactivation
barGate animate ["Door_1_Move", 0];```
That's the function you're using, "animate"
It animates using the Door_1_Move animation.
Oh, you'd have to look at animations, bare with I'll grab the link
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
And is there a way to like it to the activation/deactivation?
Hmm, you can call it when the trigger is activated, then call it again putting them back to default state on deactivation.
And are those the only animations? I have a bunch of mods with other animations
Or wait sorry you can do something like this, there is a terminate function.
anything that uses model configured anims can be found in config
For example, Land_BarGate_F has one animation source: "Door_1_sound_source"
//On Activation
barGate animate ["Door_1_Move", 1];
[_unit, "STAND2", "NONE"] call BIS_fnc_ambientAnim;
//On Deactivation
barGate animate ["Door_1_Move", 0];
_unit call BIS_fnc_ambientAnim__terminate;```
Alright cool
goes from that to:
Activation:
bargate animateSource["Door_1_sound_source",1];
Deactivation:
bargate animateSource["Door_1_sound_source",0];
Alright this is a lot of stuff now
you can change the speed on the deactivation if you find it crushes you, but I just make the trigger extend past it so that it remains activated until you're clear past it
Yeah it's setup like that
Whenever the AI goes to do an animation he just loses his kit
And the animation doesn't stop
I have that in the activate
Where does that go?
When you do ambientAnim there are booleans for the amount of KIT they should have.
So like equipmentLevel:NONE
You want yours to say "FULL"
Or full
full
"NONE" means they will only wear their uniform if they have one.
The terminate thing isn't working
For the animation
I mean personally I am even just happy for this gate working, but the animation would be awesome
I don't see why it wouldn't be working..
are there two spaces?
Nope I checked
Oh wait there's suppose to be
That might've been my fault whoops.
nah it wasn't
its on the biki too
I was manually typing the code
Oh, err I can do a double check here in a second, I'm writing up my nofirezone
You did yours right
Wait so there is two spaces?
Nah, it's two spaces
That's... confusing and stupid.
two underscores*
Which are spaces.
spacing, eventually, but I was looking for spaces in code
ok guys
Im making a game and I want the objective to be to clear out all or most of the enemies in a given area and 'capture it', but I dont want it to be like a 'capture and hold' the zone type of thing
How do I manage this
its PvE so my idea is that BLUFOR goes in clears out an entrenched OPFOR position in a city, then captures it, game ovah, but I dont know how to set that up in Eden
Any help would be appreciated
you can make a trigger that triggers ending when OPFOR "not present" @bronze marten 🙂
Okay that would work but here is the problem
I have OPFOR that isnt in the area but in more mundane things like patrols, which includes convoys and helicopters scattered in a 1km radius around the island
around the city*
Id send a screenshot but its my first level and Im p embarassed ab how messy it is lol
where is the
entrenched OPFOR position in a city
?
Its in Malden in Larche, 1.5km west-southwest of the airport
and don't worry about the "mess", we've seen it (almost) all ^^
yes but what I mean is - if there is no OPFOR to kick, how to "capture" it?
wdym by kick?
Kind of, but Id also like to have it so my team doesnt have to go house to house tracking down every last OPFOR
Maybe when there is only like 20-30 guys left in the city
I was gonna post picture here but I realize the reason I cant is because picture posting isnt enabled
Can I just upload like an imgur link or smth
you can post a link (with description) here no problem
https://imgur.com/dbEtmBp This is the overhead view of the map
TBH, I expected more mess ^^ it's pretty standard 😛
Nice
Independent Force will do a little bit of stuff, skrimishing with the OPFOR on very minor scale, and hopefully if it works at one point they will assault the BLUFOR base. OPFOR has a lot going on like patrols, helicopters, SAM sites scattered both within and outside the city,
But back to what you were saying, how could I do that with the 20-30 guys left=win idea
in the OPFOR trigger condition field:```sqf
count (thislist select { alive _x && not fleeing _x }) < 30
remain 29 fighters, you win ^^
okay, so now how do I link that trigger to like, an area
I made a sector game module that covers the city area
Do I have to link it to that?
make the trigger bigger?
So the trigger automatically ends once they all dead? I dont need to do anything with a sector?
I don't know a lot about modules unfortunately
So the trigger automatically ends once they all dead? I dont need to do anything with a sector?
yep
if you didn't need the sector module for anything else, you can remove it
ok
Ima screenshot this trigger settings
then Ill just make sure its all good
Im also a lil curious if Im just going to have to kill the sector on my own or if there is an easy way to test the win condition that doesnt involve me spending a half hour clearing the area
Is there like a debug command or anything like that
name your trigger "theTrigger" and execute the following in the debug console:```sqf
{ _x setDamage 1 } forEach list theTrigger
this will kill every OPFOR
yep
press Enter or "EXEC" under it
the nthats prob bad news cuz nothing is happening
{ _x setDamage 1 } forEach (allUnits select { side _x == opfor });
```then ^^ @bronze marten
yeah I aint got nuttin
I think I did the trigger wrong then
Cuz trigger is what gives the victory message or condition or whatever right
Dont I need something to put in the "activation" box that will show a box or something when the condition (less than 30) is satisfied?
my latest code line doesn't rely on any trigger, so it should kill all opfor
did it at least kill them?
Ill run it again and head over there to look
Its just hitting enter after I type the line right?
or paste the line
you can paste it, then press Enter (if in solo Eden) or press "local exec" (if in multiplayer Eden)
I believe while Im doing everything solo, this is a multiplayer session technically
Ill press local exexc
Anyone know how use the module: A3U Tfar inhibitor?
I place a inhibitor 1000m and intensity 100, and this not work...
yeah Lou they all look dead to me
so then what do I need to put in the activation bxo for that trigger to make it give the server a victory message or at least something to let us know mission complete?
is it a server-only trigger?
I wouldnt know what you mean by that
in the trigger option there is a "server only" checkbox, make it server-only, and in the activation box paste```sqf
"EveryoneWon" call BIS_fnc_endMissionServer;
if you define your ending in Description.ext, yes
just so Im clear what is supposed to happen when that condition is satisfied and that most recent line of code activates
How do I know its worked
you have a big "you won" end screen like in official missions
yeah that didnt happen
I need a colon in the condition box's line of code dont I?
Maybe something in the Activation settings, or an end game isn't set up perhaps?
trigger set to OPFOR present
condition =sqf count (thislist select { alive _x && not fleeing _x }) < 30 activation =```sqf
"EveryoneWon" call BIS_fnc_endMissionServer;
Aight ran over everything and checked and eliminated the timer too
I think that will fix it
Do you mind if I dm you the trigger thing instead of posting an imgur? its a bit of a hassle. If ur not comfortable with it Im fine with just doing imgur again though
(it didnt work again btw)
wait
So wait editor is like a mission/level editor
Wait wait wait I need the Trigger Activation Type to be End #1 instead of Guarded by OPFOR dont I
Will try that
YAY
it worked
thanks bro @prisma oyster
no need for End 1 technically, but hey if it works ^^
Woo I got the animation working with switchmove
@dim kindle Editor allows you to build missions/levels, so yes
@fathom quartz nice another reason to buy this game thanks
Editor is awesome to learn how to do, albeit sometimes a struggle but you can make some really cool things
Ah my animations are a little buggy but it's okay they atleast work
I'm pretty good at level editor things so it would be fun
You can't edit terrain on-the-fly without development software but in Editor almost everything is possible, just like any other Sandbox games. You would find some fun there
What development software could you make terrains?
O I see
Nothing, since I've no skill to do 😛
But I will have a look into it I'm sure I'll find a SDK/CDK or something
check the pinned messages in #arma3_terrain (hint: PMC Wiki and Armadocs)
Oh cool
You can't edit terrain on-the-fly without development software but in Editor almost everything is possible, just like any other Sandbox games. You would find some fun there
Note that that doesnt include editing the actual terrain (as in the ground) in 3den
So this game doesn't have a built in level editor



