#arma3_editor

1 messages · Page 40 of 1

vestal perch
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define level editor

broken inlet
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This game doesnt really work in 'levels'

small patrol
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^ Level would have multiple means, so could be yes or no

vestal perch
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In Arma there are "terrains" and "scenarios"

fathom quartz
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Well a scenario would be kind of a level

dim kindle
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Terrain maker and/or a mission editor

small patrol
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Then No and Yes

fading goblet
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Mission Editor: Yes
Terrain Maker: No

broken inlet
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^ thats what 3den can do

vestal perch
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terrains are made with separate workflow

dim kindle
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So I cannot create custom maps

broken inlet
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There is a seperate terrain maker

fading goblet
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tries to think of any game which has a terrain maker in-game

dim kindle
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O ok

small patrol
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You can technically. Not easily though

broken inlet
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So I cannot create custom maps
@dim kindle I recommend having a look at #arma3_terrain

fathom quartz
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Roblox @fading goblet

fading goblet
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I said game...

dim kindle
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Thanks guys😁 👍

vestal perch
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🔥

fading goblet
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not a kids toy...

fathom quartz
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Haha

small patrol
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If you know nothing about Arma 3, better to watch this video at least for once, this is what I would recommend to introduce the game
https://www.youtube.com/watch?v=ph1mm2KKSv0

Welcome to 33 Things About Arma 3!
http://www.arma3.com/

Exploring the game’s core components, such as the 270 km² terrain, its selection of weapons and vehicles, and the in-game scenario editor, this video also takes a closer look at some of the more hidden details, such as ...

▶ Play video
dim kindle
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I'll have a look at it when I download the game

small patrol
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(The video is really outdated though)

pine garden
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Yeah there's at least 48 things about arma now.

sweet rune
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Nah mate, I'd have to say 49

bronze marten
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what do I need to host an eden editor game

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Do I need hamachi if I do it via internet?

prisma oyster
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no, just open the Arma required ports and it's OK

dim kindle
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Yo, can someone give me an example mission with all files like description.ext and etc

prisma oyster
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@dim kindle yo, and there is not really a "basic" setup, it all boils down to what you need and want to do
We can help you redirect you to documentation though

dim kindle
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So A3 works not like the other series?

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i was working in ofp editor, does it have it's own cfgs?

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An example of mission is enough for me, i`ll find out how it works

prisma oyster
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as I say, it differs a lot depending on what you do

but very basically you will have
mission.sqm
init.sqf if you want
description.ext depending on your wanted configuration
stringtable.xml if you translate

dim kindle
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That's what im asking for, i need to know how mission making works. So as i can see its much the same like in previous series.

prisma oyster
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yep! no big changes (except for briefing.html/overview.html)

bronze marten
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dude im ngl I dont understand any of this tech jargon Im reading

dim kindle
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Thanks, Lou.

prisma oyster
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@bronze marten you need to open "doors" (ports) on your internet box to allow incoming connections
unless your box works with Arma 3 UPnP option, which is supposed to configure it for you

bronze marten
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Internet box= My home's wifi?

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and how do I know if it works with UPnP

last aurora
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You must open the ports on your router. The box where the wifi and ethernet comes from

prisma oyster
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tick the UPnP checkbox in the MP Server interface, and if people can connect then it works 🙃

bronze marten
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alright Ill try it

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ty

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Ok so new problem

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all the vehicles are blowing upo

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then respawning

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then blowing up

prisma oyster
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using the vehicle respawn module I suppose?

bronze marten
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yes

prisma oyster
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you didn't set it to delete the wreck, and they were destroyed on spawn point, so they keep being spawned on the wreck and collide and explode ^^

bronze marten
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hmm

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ok that makes sense, but why did they get destroyed to begin with

prisma oyster
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collision with environment? idk

bronze marten
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If someone wanted to join,

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where would they look to join it

sweet rune
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If all ports are open to you, and you are hosting this mission file, the best way would be to directly connect to you via your IP.

barren prairie
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so i have a bunch of units slapped on the ground and i want players to spawn where those exact units are (they are set to playable) but when i pick a unit in the lobby and load in i am dead and have to respawn on a respawn point how do i make so i spawn where those units are placed

stone raven
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put respawnOnStart = 0; in your description.ext

barren prairie
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i am editing this on Eden editor

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is there a setting to change to change that

stone raven
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Open the mission file you are working with and create a description.ext in its root then add that.

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As far as im aware I haven't found this setting in eden itself

supple kayak
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im looking for some help with posing, can anyone help?

small patrol
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Define posing?

supple kayak
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posing for screenshots

small patrol
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Want to apply animations for screenshots to make it cooler?

supple kayak
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Sure

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Like I’m talking non base game ones

dim kindle
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I want you to draw me like one of your French girls

small patrol
sweet rune
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POLPOX just makes your life easy for screenshots, and the animation mods under it he provides make life 10x easier

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I also love how your mod @small patrol for the animation viewer is just EXTREMELY far from the map on an opposite plane of existence.

supple kayak
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i have this mod

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and still cant get it to work

sweet rune
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So while you're in 3DEN Editor, click on the unit you want to animate, and hold down CTRL+Q

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This will open the Animations Viewer screen, where you can scroll through tons of animations.

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Find the animation you want, in the list and press CTRL+C the viewer should flash white briefly to show you succeeded

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Then you may press escape, go back to the unit and press CTRL+E on the unit.

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It will paste the animation in a constant loop and visually show it in 3DEN.

small patrol
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Every basics are already explained in the tutorial

sweet rune
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Yeah that too

supple kayak
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Oh

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It’s control e

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Not control v

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That helps

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Thank you so much

sweet rune
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Aye, the clipboard and animations viewer would override each other and cause issues if it were V

supple kayak
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Thank you so much

dim kindle
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How to do a custom callsign for base? tried "STR_CFG_HQ" in string but didnt helped at all

small patrol
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str_a3_group_papabear?

dim kindle
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nope, still crossroad or base

prisma oyster
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(don't know if it matters but) did you put that in a stringtable.csv or xml ?

dim kindle
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xml

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<Key ID="str_a3_group_papabear">
<Original>basename</Original>
</Key>

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here's the code

prisma oyster
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yeah yeah, should work

dim kindle
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[east,"HQ"] sideRadio "R01v01"; in trigger

prisma oyster
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well, for a translation at least

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for overriding, IDK

small patrol
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Try not to overwrite existed string

prisma oyster
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why not? if it works, it is mission-wide only, no?

dim kindle
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no effect

small patrol
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That's true, though would cause some issue to Third-Party something, assume?

dim kindle
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@small patrol Can you send me a full group cfgs? Maybe i`ll try other one

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Like maybe papabear is only for west

small patrol
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Nope, that's just something I thought

dim kindle
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Is there the same groups like Alpha,Bravo and etc? Will it work for example: str_a3_group_alpha

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i wanna try to do it through the unit

sweet rune
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I wanna say I know how to help since I change group names on the fly in my Missions, but I'm not sure that's what you want?

dim kindle
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Well, the best solution i've found is using setGroupId ["basename"] to units, but sad that you cannot localize it then

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as i tried for first

prisma oyster
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…you can?

dim kindle
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how?

prisma oyster
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localize

dim kindle
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full example please?

prisma oyster
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group1 setGroupId [localize "STR_basename"];
dim kindle
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Perfect. Thanks again.
Also i guess that original names is unchangeable because i didnt even found original cfg values of it

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So you should work with setGroupId

kind trench
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hi i have a problem with my debug console in 3den
I want to change the hotkey for it and cant find where it is saved.
^ <- is realy annoying because when you start typing in the console you get the second ^
https://gyazo.com/d5bad03050fd02f196677e3112c81519
it should be Crtl+D

vestal perch
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mine is at § by default

small patrol
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You need to make a config and MOD to edit that

kind trench
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that makes sense 😄

dreamy token
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may seem like a simple problem, I'm trying to store the playerposition when they use a radio trigger and then have people move to a relative position from that point, I tried _pPos = getPos player; and _pPos = getPosWorld player, but it doesn't seem to work, I've read the wiki but honestly I don't have a lot of time to work on this so I was hoping someone could answer my question and save me some time

prisma oyster
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@dreamy token _var is a local variable, so it is lost once trigger's code is done.
Make it a global var, e.g NAK_triggerPos

sweet rune
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May want t to also get ATL Pos, regardless if you're above terrain or not.

granite glacier
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Hello, im trying to do a mission where when you enter you have an outfit, but when you respawn you wear the outfit of the original character, how could i fix this?

last aurora
granite glacier
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Thank you very much👏 @last aurora

dim kindle
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What does the area scaling grid tool do in the eden editor?

vestal perch
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not scale objects at least.

dim kindle
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?

vestal perch
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just saying objects can be scaled in game

prisma oyster
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@dim kindle scaling markers/triggers iirc

dim kindle
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ah right

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so no scaling objects 😦

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got excited then

sweet rune
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I've got Game Master Modules set down for multiple Zeus's in my Missions, but I also have an #adminLogged module. Whenever someone logs into admin, then logs out, they lose their personal Game Master Module, that's set to their SteamID. How can I set it so they don't lose it after loggoing out?

dim kindle
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what I do is assign 2-3 slots with a zeus module. then have the admin logged module placed for thoes that cant get in a slot. also, if you use say zeus enhanced you can promote x players to zeus if your willing to use a mod.

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Does anyone here know how I can assign an animal. for example a dog to a unit within eden? is it possible?

dim kindle
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Hi, how can i do a radio dialogue?
Like Radio msg, 5s pause then Radio msg.
In previous editors i just used Game logic with waypoints, but seems like i cant do the same in A3.
how can i do that without using scripts?

vestal perch
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you sure you cant do it the same way then?

muted shadow
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Game logic waypoints aren't a thing anymore
Just use a trigger and on activation play your sound then "sleep 5", play another sound
(Check biki for different sound commands)

Or you can use many triggers with the same condition and different timeouts instead of "sleep", then you can even use the trigger effects to play the sound

prisma oyster
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remoteExec + sideRadio

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ooor Conversations, but that's a level above 🙃

chilly wedge
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Hey, i've been having trouble on the Eden editor, i can't spawn OPFOR and INDFOR groups but i can spawn BLUFOR groups perfectly fine, is there an explanation for this?

broken inlet
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Can you define the problem a bit closer? as in whats the reason you cant spawn them @chilly wedge

chilly wedge
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Well when i click on the groups on eden editor, let's say you want to spawn a Platoon, i can do this for BLUFOR like the unit markers show up but when i try to spawn a faction such as an OPFOR, it doesn't spawn the group and all it shows is a diamond and not the unit markers and whenever i click to spawn them, they don't spawn no matter how many times i click, i can send some screenshots of it

broken inlet
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is this with modded units or base game stuff?

chilly wedge
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I've attempted with spawning the CSAT vanilla units and they don't spawn when i click

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I can only spawn them individually but not in groups

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same goes for INDFOR vanilla units such as FIA, AAF etc

small patrol
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What exactly you wanted to do? Are you in Eden Editor?

chilly wedge
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I was in Eden editor, i was trying to spawn some OPFOR groups but it wouldn't let me spawn them, the only way i could spawn them is if i spawn one by one

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I will send screenshots

small patrol
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You meant you're just trying to spawn them via F2, Compositions menu?

chilly wedge
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Yes

small patrol
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Can you do that in an empty mission?

chilly wedge
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Yes, i've tried doing it on an empty mission but the only compositions that work is the BLUFOR

small patrol
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Any MODs you have?

chilly wedge
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Well i did install a couple of mods

small patrol
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Try in vanilla

chilly wedge
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CUP

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I did for Vanilla and i got the same result

small patrol
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Straaange

chilly wedge
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Yea, i've uninstalled and reinstalled the game numerous times for this exact reason

small patrol
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Just in case, you've Left clicked on the ground while selecting OPFOR/Independent groups right?

chilly wedge
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Yea

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I've just taken screenshots on the compositions issue, mind if i show?

small patrol
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I wouldn't

midnight onyx
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Does anyone know if it's possible for the virtual supply drop module to have multiple options? Would I be able to have one helicopter drop an ammo box and another drop ACE medical supplies?

Only one shows up in the requester menu when I link two virtual supplyodules to the requester.

dreamy token
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@prisma oyster the later reference to it is in the same trigger though (I'm just getting started with ARMA scripting so I'm cramming it in the on Activation field rather than making a real script, does that bring further restrictions?)

prisma oyster
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maybe not in the same scope

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cramming the trigger's activation field is simply less legible

dreamy token
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yeah, it's been a pain but for some reason I don't feel comfortable trying to create an external script yet, I've tried time and again to learn to script since OFP but it's starting to make sense now after a bit of other coding experience

dreamy token
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So I had a scenario with some high command units under the player, but all of a sudden every friendly unit gets put under high command, what gives? I've been working on the scenario for days and this just started

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nevermind, looked for awhile for a solution and right after posting this realized I had a testing character with high command but the subordinate module wasn't synced

haughty verge
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anyone know if the TK_WarfareBAntiAirRadar_Base_EP1 from CUP is actually a functioning radar or just a prop?

sage hinge
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a bit too late but can confirm

balmy sail
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Can someone help me out please? I just started making a scenario and for some reason the AI die after one hit. How do I change this?

vestal perch
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do you use mods?

balmy sail
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Yes, I do use mods. I use most of the LAMB mods, the CBA_A3 mod, the 3den Enhanced mod, the Task Force Arrowhead Radio mod, the DUI - Squad Radio mod, the Achilles mod and the Faces of War mod.

vestal perch
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Unarmored characters dont usually take more than 1 hit, so either you are using units that just dont have enough hp/protection or you have mods enabled that mess it up

balmy sail
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So they are supposed to die after one hit?

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Also, their bodies are disappearing quite soon after they die.

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And my player also takes one shot and then dies.

fading goblet
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Well, FoW is WW2, where body armour was basically non-existent, so yes, it's relatively normal to die after a single shot, especially in the head.
And bodies disappearing is a setting you can set in the mission (Garbage Collection).

balmy sail
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Is there a way to change it so that you don't die on a single shot? And where can I find garbage collection?

vestal perch
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what units are you using?

balmy sail
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Rifleman, officer and medic

vestal perch
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ww2 units?

balmy sail
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yes

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I did also used a normal NATO unit to test it out and that died on one shot too though

vestal perch
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armored or non armored?

balmy sail
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What do you mean by that?

vestal perch
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with or without protective vest/helmet?

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what type of weapon you use?

balmy sail
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The AI had helmets and vests on and so did I

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my weapon was an assault rifle while theirs were mostly rifles

vestal perch
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then first of all try without any mods if they work the same

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that way you know if its some mod messing it up

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mods dont always work together

balmy sail
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alright

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which mod should I try it without?

prisma oyster
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remove them all, add them one by one

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see when the issue arises, deduce

vestal perch
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first of all test without any

balmy sail
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ok

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it's not there with no mods loaded

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wait

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the AI still die with one shot

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the player doesn't though

vestal perch
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did you try different types of AI too?

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since different gear have different protection

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that too is good point. Where do you shoot them?

balmy sail
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let me try that now

prisma oyster
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and player group's damage can be reduced via difficulty settings.

balmy sail
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I shot them in the back, should probably should them in the front

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it took about one shot to kill a CSAT grenadier

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For some reason I die straight away. Is this because there are no other players so it doesn't give me the option to be revived?

prisma oyster
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try vanilla, in Eden, in VR, not in your mission

balmy sail
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How come VR?

small patrol
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He just meant no optional things

balmy sail
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Ah, ok

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I will try that now

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I tried again with just FoW and it does take multiple shots to kill me. They probably hit me in the head last time. Might just be the that the AI's health is really low for some reason which is why they go down with one hit.

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Tried in VR and it took two shots to kill the AI. One at a far distance and one a bit closer.

balmy sail
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How can I make it so that it takes more hits to kill and AI?

last aurora
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allowDamage false;

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:trollface:

balmy sail
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I think that it would be too hard to defeat that AI lmao

vestal perch
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you can add damage eventhandlers that reduce damage

balmy sail
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Alright, thanks for your help

dim kindle
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@balmy sail
Condition: getDammage unit > 0.75 then Activation: unit setDamage 0
So when unit will get 0.75 damage it`ll drop it down to 0, that way unit will be full health no matters Infantry of vehicle

balmy sail
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thanks

sharp solar
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Is there an init to force a helicopter to always have it's engine off, no rotors spinning?

prisma oyster
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setFuel 0 ^^

sharp solar
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yeah I tried that already, it still thinks its in the air and jumps up a bit with the engine on

vestal perch
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set the engine damage to 1

small patrol
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What is the goal? If you place a helicopter just on the ground, it won't spin its rotor

sharp solar
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i'm making a fast rope training rig, so players climb up stairs, get in helicopter, fast rope out

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and in order to make fries work i have to place it on a non-snappable object. If it's in the air at a certain height, the helicopter thinks its flying and starts to take off

small patrol
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You placed it on an obstacle or something?

sharp solar
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yeah

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If i lower the whole rig closer to the ground it works fine, but up in the air higher it doesn't

small patrol
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An idea is: place your helicopter on the ground in editor, then use setPos so it warps to your desired place

sharp solar
vestal perch
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attachto it on something at desired offset?

sharp solar
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I think Setpos is working

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ok next question. Is there a way to make an object appear, but ignore collisions? Basically just be a phantom object. I tried disabling simulation but you can still collide with it.

prisma oyster
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you can disableCollisionWith but that's between specific objects, not all objects

sharp solar
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like pier disableCollisionWith chopper;

uneven badger
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If you use the edit environment module on the pier and name the object pier, it should work

solid sedge
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Any way to make my squad not get in formation?

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I want to have the whole base defense in one squad so that they can communicate with each other.

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Any way to make them not get in formation in editor?

kind prism
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disableAI the PATH part

solid sedge
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@kind prism How?

kind prism
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Check the wiki page for the command and try it first.

paper vine
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Also 3den enhanced has a Garrison feature which does the same thing

young pecan
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Anybody know a script that makes mission objects spawn in a few seconds after the mission loads? I'm running into the Hide Terrain Objects problem.

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P.S. I am a scripting noob, so a walkthrough would be great.

paper vine
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what kind of hide terrain problem?

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You could add them to a player trigger, so when the player spawns in or moves, then it activates

young pecan
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The module loads in after mission starts, so vehicles parked there will explode.

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You could add them to a player trigger, so when the player spawns in or moves, then it activates
@paper vine I think that would work, how would I go about doing that

paper vine
young pecan
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Thanks man.

paper vine
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NP

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Wish i was home, I could walk you through it better than the studio page, but they are usually very detailed and have always been a help to me when in 3den

young pecan
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Right

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Cause I have literally no clue how to make the vehicles spawn

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I'm gonna need a step by step, I dont know to make the vehicles spawn when the trigger is activated.

paper vine
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Wait, so what do you want to accomplish?

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You want the vehicles to spawn, or to explode? I misunderstood the original statement

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@young pecan

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Wait, I think I got it.

You are attempting to have vehicles spawn inside of where an object is that is being removed by the environment editing module

young pecan
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Well, now, I just want to know how to spawn vehicles with a trigger.

velvet lava
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Is there a mod where I can have AI do a certain animation? Like making them look like they’re repairing a Vic

small patrol
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switchMove

primal rain
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@velvet lava 3den Enhanced

unreal zodiac
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Is there a way to recover a map from the editor, which was with a mod and then I have removed it?

prisma oyster
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risky: open mission.sqm, replace modded items with something vanilla (e.g "B_Soldier_F") and remove mod entries at the top

small patrol
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Check your words - you're not doing map editing but mission editing. Map does have other means in this game

unreal zodiac
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ok

prisma oyster
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less risky: load your mods, remove modded items, save, reopen in vanilla

unreal zodiac
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ahh ok thanks

prisma oyster
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so make a backup before the risky one 😉

true island
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Hey guys, I am starting do make some missions with the Eden Editor, and I was wondering how I could increase the time speed please ? I have seen someone doing it by pressing a hotkey. I would really help me test my missions.

prisma oyster
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see your game controls, it is the two keys to the left of backspace @true island

true island
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In which controls category is it please ?

prisma oyster
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I am afraid I do not know off the top of my head

true island
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Ok ok, I'll try to search for it. Thanks a lot !

prisma oyster
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(you can even print, cut and fold it - they knew)

solid sedge
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Any good unit for spotting enemies at long ranges?

vestal perch
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what is long ranges?

forest forge
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Hello soldiers. I have a question. Is it possible to use Music in Eden editor as we use them in the ZEUS ???

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but this time with a area trigger ?

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Like module audio with an Arma 3 sound attached to an area trigger ?

minor pewter
#

whats the dance animate?

vestal perch
#

you can find it in the ingame animation viewer

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or use POLPOX's Artwork Supporter

young pecan
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How can I spawn in a vehicle with a trigger? And, if not already done by the first part, spawn multiple?

sonic lava
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How can a dead unit set a trigger? Been experimenting but I can’t seem to get it right

prisma oyster
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it can by being "not present"

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or directly set in the condition "not alive MySuperDuperUnit"

sonic lava
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Not present, soo how can I make it into the trigger?

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Thanks btw

prisma oyster
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in the trigger settings, there is a field e.g "BLUFOR" "PRESENT"; link the unit to the trigger, and set to "NOT PRESENT"

sonic lava
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Activation OPFOR Activation type NOT PRESENT

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Basically this truck will blow up and I want a QRF

prisma oyster
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not alive truck```?
sonic lava
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Right...

prisma oyster
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not canMove* if you want it to trigger when disabled (not especially dead-dead)

wintry nova
#

Is there something I could put in the init slot of a vehicle to keep it from rolling?

prisma oyster
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nothing in the init field ideally, but if you have to do so:

if (isServer) then
{
  this spawn {
    while { true } do
    {
      waitUntil {
        sleep 3;
        vectorUp _this select 2 < 0;
      };
      _this setVectorUp [0,0,1];
    };
  };
};
wintry nova
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I'm a bit dumb and forgot to specify while it's moving. As in when taking sharp turns.

prisma oyster
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set its mass centre lower then

wintry nova
#

How do I do that?

prisma oyster
#

*magic*

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or setCenterOfMass

wintry nova
#

I'll try this

wintry nova
#

It does seem to be working. Probably doing it wrong.

prisma oyster
#

probably, but I cannot guess

sand lotus
#

anybody know what type of waypoint it used for making AI planes land

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if it matters at all its a civilian one

vestal perch
#

land

sand lotus
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ill try it again

vestal perch
#

where are you trying to make it land?

sand lotus
#

yes

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it was a modded civilian air craft

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like a commercial plane

#

but it ussually just circles around the air port in altis

vestal perch
#

try if vanilla plane works

sand lotus
#

alright

#

vanilla works

#

let me see if swapping the sides its facing works

kind trench
twilit sentinel
sacred schooner
#

hey is there a way to force music to play with by executing code on as the server?

#

i've got a music mod i uploaded, and i can see it when i go to play music as zues, there is music in the PBO, but yeah no audio

prisma oyster
#

do the clients have the mod as well?

sacred schooner
#

yes

prisma oyster
#

so just remoteExec should be enough

sacred schooner
#

do you have the code for that though? I tried playMusic ["track01"",1]; and nothing

prisma oyster
#

remoteExec

["track01"] remoteExec ["playMusic"];
sacred schooner
#

excellent my man

#

i'll get back to you in a moment

placid otter
#

Is there a simple way to set an alive AI's uniform to the bloody "dead" version while this unit is still alive, for multiplayer, join in progress compatibility?

small patrol
#

Use setHit or setHitPointDamage

young pecan
#

@twilit sentinel Thank you!

stone raven
#

Any reason why vehicles keep switching off Simple Object randomly?

empty oasis
#

So I have discovered that the edit buildings module doesn't work globally
i have many buildings that I want destroyed on mission start, but while I as host can see them destroyed, they are still standing for clients
how can I fix this?

plain gale
#

@empty oasis Create a trigger, set its condition to true and place the following code in the onActivation field.

if (isServer) then
{
    {hideObjectGlobal _x;} forEach nearestTerrainObjects [thisTrigger,[],(triggerArea thisTrigger) # 0,false];
};
#

This will hide all terrain objects in the trigger area globally on mission start.

empty oasis
#

alright thanks! I do have one more issue though,
i'm trying to unhide a lot of objects at once with the show hide module using layers, but im having the same issue of it not showing up on clients

plain gale
#

the modules have only local effect it seems. Don't use themf or multiplayer

dim kindle
#

So I'm trying to make a trigger that loops a sound upon activation but then stop upon leaving the trigger, i figured out the loop part but not the stopping sound part

#

I'm using say3D and apparently the only way to stop the sound is to kill or delete the object

#

However I want this to keep happening as the player is on the trigger so if I remove the trigger once deactivated, it won't do that loop again.

plain gale
#

There are serveral ways of doing this.

dim kindle
#

maybe create an invisible object that loops a sound upon trigger activation then delete the object once deactivated

plain gale
#

You could start a loop for the sound which check for a variable. If the variable is false, the loops skips the play sound part. Then you only need to set the variable to true/false by the trigger

dim kindle
#

and make it repeatable?

plain gale
#

Create an object and play the sound on trigger activation, delete the object and stop the sound on deactivation

#

Probably the easiest way

dim kindle
#

i'm gonna try to figure that out on my own, i'll come back here if i give up lol

dim kindle
#

i can't get it to work lol

plain gale
#

Whst have you tried?

dim kindle
#

its an odd method but bare with me, i'm trying to have a trigger create another trigger in the position of the object i want the sound to come from, then have that trigger continuously loop a specific sound, and once the player leaves the trigger area, the created trigger gets removed.

broken inlet
#

@dim kindle couldnt you just use triggerActivated trigger 1 as part of the second triggers condition? @dim kindle

dim kindle
#

i dont know but i figured it out lmao

fallow falcon
#

I need some help. I'm trying to spawn a jet with a trigger. I placed the trigger, set the activation to radio alpha, and put this code in the on activation box group_1 = createGroup west; jet1 = group_1 createUnit ["B_Plane_Fighter_01_F", getmarkerpos "spawn1",[], 0, "form"]; When I run it and select the radio alpha as a player, nothing happens

small patrol
#

Use createVehicle

fallow falcon
#

It will spawn it with pilot inside?

small patrol
#

No

#

If you want use createVehicleCrew

fallow falcon
#

Now my trigger looks like jet1 = createVehicle ["B_Plane_Fighter_01_F", getmarkerpos "spawn1",[], 0, "form"]; createVehicleCrew jet1; and it works perfectly thank you

haughty verge
#

with some of the cup vehicles, what does VIV mean? example:

C-130J
C-130J (VIV)

prisma oyster
#

Vehicle in Vehicle

#

able to load one into it

#

or viva la revolucion, can't remember

broken inlet
last aurora
#

no clue, but did you try to sync the radio module with the trigger?

#

@solid sedge

solid sedge
#

I have no clue how to do that.

#

I'm trying to execute "Play Radio Message" thing only when trigger is activated.

fading goblet
#

RMB on module, select "Connect -> Sync To" and LMB on trigger

solid sedge
#

RMB on module, select "Connect -> Sync To" and LMB on trigger
@fading goblet What's that?

fading goblet
#

Right Mouse Button on module
select "Connect -> Sync To" in the menu that pops up
Left Mouse Button on the trigger

When done correctly there will be a blue line between the module and trigger, meaning they're synced

#

no idea how to explain it even simpler

solid sedge
#

I think I understand it but how am I going to do this?

#

Where am I going to put the code in order for it to work?

fading goblet
#

in the editor, where you you place your module and trigger(?)

solid sedge
#

I get it now, Ignore that I just said.

solid sedge
#

Where can I locate Description.ext? Because it is not in my Mission Root Folder.

last aurora
#

it is not auto created. you have to do that manually

alpine pecan
#

Hello, I have a question but I don't know if this is the most relevant channel for it:
I'm trying to find the path files of the country flags, the ones located under the "Icons" tab, in the "Markers" in Eden.
I wish to use theses ones exactly for my ORBAT icons. I did found other ones (exemple : "\A3\Data_F\Flags\Flag_us_CO.paa") but they are in a ugly square shape

vestal perch
#

those are the ones

#

dunno why you say theyre square tho

alpine pecan
#

I cannot post pictures here sadly,
But like I said, the flags given by the files path I gave are in a square shape once loaded

vestal perch
#

well then you need to either adjust the size of the icon in your code or there is nothing that can be done

alpine pecan
#

Also, is there other countries flags with that kind of paths? I could load US and UK, but wouldn't load germany or france

vestal perch
#

other flags you might find from GM or CUP or some other mod

alpine pecan
#

Okay, thanks for the hint

#

Uh, one last thing,
Where is that folder located?

vestal perch
#

I got mine unpacked on my P: drive (modding development environment)

alpine pecan
#

ah

bold estuary
#

Guys how to start mission with briefing screen from editor? Iirc it was shift + play mission ?

prisma oyster
#

Shift + Numpad Enter

bold estuary
#

Thank you lou

reef ruin
#

so I want to defend this place for a bit before moving on, is there a way I can postpone triggers?

prisma oyster
#

there is a timer setting yes

#

timer/countdown

reef ruin
#

thanks, I thought both were just a countdown until the mission finishes lol

pseudo gale
#

trying to port a mission to another map, mostly works but im having this weird issue of having some objects turn invisible, though there's still collision

hollow mica
#

Hoping someone here can help since google turned up no helpful results. I want to be able to disable players ability to use nightvision and thermals in my mission.

prisma oyster
#

…remove thermals and NVGs?

last aurora
hollow mica
#

The players in the mission are wearing helmets that have nightvision and thermal built in (like the viper ones). I want to be able to use these helmets as its part of the uniform to help Identify eachother. I Have tried both of those already and unless I am misunderstanding something (very possible) I cannot get them to work on players

last aurora
#

one can not disable build in helmet NVGs and TI iirc

fading goblet
#

you should be able to remove subItems[] = {"Integrated_NVG_TI_1_F"}; from the configs 😉

vestal perch
#

that requires an addon though

last aurora
#

couldn't this be called one way or another via script / unit init?

prisma oyster
#

one could intercept the key from the UI :p

bold estuary
prisma oyster
#

nope, try reading the function perhaps?

plain gale
#

@bold estuary This is some kind of function used to initialize a Zeus mission.

#

It assigns tasks to the Zeus like "Create BLUFOR Objectiv" etc.

bold estuary
#

yes mate, i opened it in functions viewer, inside it there is this line

//--- onPlayerConnected
["BIS_fnc_moduleMPTypeGameMaster_initPlayerServer",_logic] call bis_fnc_onPlayerConnected;
#

however i can not seem to find this BIS_fnc_moduleMPTypeGameMaster_initPlayerServer function ?

plain gale
#
{scriptname 'BIS_fnc_moduleMPTypeGameMaster_initPlayerServer'; private '_fnc_scriptName'; _fnc_scriptName = 'BIS_fnc_moduleMPTypeGameMaster_initPlayerServer';#line 1 "a3\missions_f_curator\MPTypes\GameMaster\initPlayerServer.sqf"
_player = _this select 0;
_logic = _this select 1;
if !(_player call bis_fnc_isUnitVirtual) then {
{
_x addcuratoreditableobjects [[_player],false];
} foreach (_logic getvariable ["curators",[]]);
};


["Initialize"] call BIS_fnc_dynamicGroups;}```
bold estuary
#

omg thats what im looking for! thanks a lot mate!! salute

#

how to get it that function tho? i couldnt find it in functions viewer?

plain gale
#

It's not a public function

#

It's created once the Game Master module code ran

#

It's stored in BIS_fnc_moduleMPTypeGameMaster_initPlayerServer once the mission started

bold estuary
#

oh, so after mission starts we can see it from the viewer?

plain gale
#

no

#

in the debug console

#

Put BIS_fnc_moduleMPTypeGameMaster_initPlayerServer in one of the watch fields

bold estuary
#

omg that is amazing, i didnt know we could do that

#

poggers thanks a lot mate salute

dim kindle
#

Heya everyone.

I have a composition (a kind of offshore platform) that I want to move from one mission to another. Problem: objects are pasted with different heights, screwing up the detailed composition. Is there a way to prevent this from happening when pasting a composition?
There's a script: https://www.armaholic.com/page.php?id=32118 . But this only works within a mission..

ionic surge
#

so i've discovered that the drones can get into difficulty if they have not been set to autohover. So is there a way to set their init field to have autohover turned on for them from mission start?

#

there doesn't seem to be a quick-and-easy "autohoverOn" function :<

naive minnow
#

anyone know why my custom vests appear in the virtual arsenal absolutely fine, but as a example whenever i place a default arma blufor unit and put the vest on and load into the game using that unit the vest disappears

prisma oyster
#

wrong 3D model, or mod not present on the client

ionic surge
#

these drones are weird :<
when they spawn, they turn on their engines upon receiving an order and away they go and after they've RTB'd (landed) they will turn off their engines
but they will not turn on their engines a second time for any subsequent sorties D:
and i'm still banging my head against the wall over getting them to turn on autohover for themselves

prisma oyster
#

@ionic surge ^

ionic surge
#

awesome :D

#

i was looking for "control" or "command" xD

#

didn't think "action"

prisma oyster
#

(not sure if it works, but worth a try)

ionic surge
#

kewl :)

#

Yay it worked :D

#

i don't suppose you have a magic onTerminalConnect event too? :>

prisma oyster
#

what do you mean?

ionic surge
#

i want to do
this addEventHandler ["onTerminalConnect",{(_this select 0) engineOn true}]
on my drone

#

otherwise i'd have to hop in the driver seat to turn it on manually :<

prisma oyster
#

none I know of

#

you can wait until isUavConnected

prime totem
#

Does anyone know if there is a way to disable Ace3 Medical for "enemy' squads? so that they don't go down into the bleedout state and instead just die out right

fading goblet
#

'Disable AI Medical' setting

ionic surge
#

i got waitUntil to work! :D

last aurora
#

so... you had to wait until waitUntil worked?

ionic surge
#

lol xD

#

the trick was to do _myEH = stuff

#

otherwise bad things would happen D:

#

@prisma oyster thanks a bunch! :D

ionic surge
#

now i need a mission to put her in :o

dim kindle
#

Hello, so basically im trying to add a new vehicle that i created but when i try to spawn it i get this error message: Error creating "VehicleName" - type does not exist. Anybody here experienced the same?

small patrol
#

What exactly did you do/do wanted to do? Obviously VehicleName doesn't exist on your game

dim kindle
#

I created a boat and I wanted to add it to the game

small patrol
#

More specifically

dim kindle
#

I made a 3d modell for a boat, created hitboxes and everything it needs, created bunch of code defining what it is and how it moves etc. exported it to a folder called "mycontent" --> "Addons". Then opened the game and tried to spawn the vehicle in but i got that error message. Is that specific enough ':D

small patrol
#

And it called what?

dim kindle
#

what's the vehicles name?

#

or whatcha mean

small patrol
#

class whatever <- this part of your config

dim kindle
#

nvm i got it to work lmao

#

forgot a ";"

#

the classic

vestal perch
#

@dim kindle Id recommend you use Mikeros tool package and PboProject to pack your addons. It can spot most typos and common config mistakes you can make before they get into the game.

#

instead of Addon Builder or 😱 PboManager you might have used to package them.

dim kindle
#

I used BinPBO but thanks im going to try those next time thanks!

haughty verge
#

which text effect do I use to get the spelling of sentences letter by letter on the screen?

prisma oyster
#

some BIS fnc, see BIS_fnc_typeText and all related functions in seeAlso @haughty verge

vestal perch
#

@dim kindle try just the pboProject. Out of curiosity how did you end up using BinPBO? for addon packing?

dim kindle
#

I was searching for different addon packers and came across BinPBO ':D

#

Btw i just tried the pboProject and for some reason it doesnt start on my computer

#

nvm i maybe know whats causing it

vestal perch
#

it needs many of the other tools to work

#

so simplest to just install the whole package

#

(Mikeros tool page on bytex website)

dim kindle
#

yeah that was the problem

prisma oyster
bold estuary
dim kindle
#

Hey I am a bit new to editor and I would love to know how you set a squad to patrol for example go to one point and return

#

And if you have any more tips for me I would be grateful thank you

broken inlet
#

shift+RMB @dim kindle

prisma oyster
#

you set waypoints (F4), and when you want them to loop, set the last waypoint to "cycle" 🙂

dim kindle
#

Oh okay

broken inlet
#

^ or do alt+shift+rmb

#

I think thats the keybind

prisma oyster
#

by setting the last (cycle) waypoint next to the first one, they will loop

#

^ or do alt+shift+rmb
For a cycle shortcut?

broken inlet
#

Yep for a cycle shortcut

prisma oyster
#

didn't know that one :3

#

Thanks!

broken inlet
#

Its the same as in zeus

#

didn't know that one :3
furretwoah

oak mulch
#

Hey. I am writing with a question about arma 3 unit capture. Faced the following problem. When I record the movements of a unit, for example, I stand still and shoot to the sides, then during playback it slides along the ground (like this https://youtu.be/q3U5YxHkVUU). What is the problem and how can I solve it?

vestal perch
#

that si the AI turning animation

#

dunno if that can be avoided

#

possbily make him move sideways a bit so he takes a few steps to null it

vestal gyro
#

anyone have time to help with making a mission?

prisma oyster
#

@vestal gyro what is the issue?

vestal gyro
#

@prisma oyster would you join the Creativity Lounge

prisma oyster
#

Negative

old silo
#

Hm I can't seem to get people who are following a waypoint with a pistol to kinda lower their weapon when they are walking while Safe and Limited. They are just being really awkward by aiming their pistol and slowly walking if that makes sense. Any way I can fix this?

prisma oyster
#

@old silo no - even you as a player do not have this animation (unless sprinting)

plain gale
#

Animations for pistols have always been a bit awkward.

jolly mirage
#

Is there a way to have an image visible directly in the editor?

plain gale
#

What you mean?

jolly mirage
#

like, i know how to use setObjectTexture, but the image only shows when starting the mission

plain gale
#

How are you setting it?

jolly mirage
#
this setObjectTexture [0, \myimage.jpg];
#

that works, but i wanna see it in the editor as well

small patrol
#

Doesn't work, that's not a string

#

But that isn't a point, assume is just a typo... Just use setObjectTexture in Editor, via Debug Console

plain gale
#

Yeah, it should work as expected

jolly mirage
#

oh right...debug console

#

i'll try that tnx

small patrol
#

Inb4 you wondered, if you name an object like objectA, it won't refer the object you named in Editor. It would need get3DENSelected or such command to get specific object

old silo
#

no - even you as a player do not have this animation (unless sprinting)
Ah thanks for the clarification Lou! I was thinking I was the problem and wasn't setting anything up properly. Makes sense

rocky tree
#

Ello

dim kindle
#

@rocky tree Dm me

rocky tree
#

Can someone help me get paratroopers to drop at a certain point?

#

Or just drop in general

prisma oyster
#
{
  [_x] remoteExecCall ["unassignVehicle", _x];
  moveOut _x;
  sleep 1.5;
} forEach units _paraGroup;
```@rocky tree
rocky tree
#

Thanks.

#

Wait hold on, do I apply that to the vehicle or the troops

prisma oyster
#

_paraGroup is the group of parachutists

fervent ledge
#

does the MCC ambient units for civs, does it just affect the area or all the map

rocky tree
#

So I apply that to the parachutists

dim kindle
#

So I tried to add a ace arsenal and used the [_box, true] call ace_arsenal_fnc_initBox;
in the indt or whatever for a box but nothing happened and does not work.

#

in eden editor.

small patrol
#

Because _box doesn't exist? Replace with this

dim kindle
#

ty

dim kindle
#

Range card is broken in eden editor?

prisma oyster
#

Range card?

glad trench
#

So I am working on a taviana map, and ran into a small issue. One of the bridges for whatever reason does what this image shows and I am not too sure how to get rid of it. I tried using edit terrain object as well as hide terrain object but this wooden bridge did not seem to care about either. any assistance would be great!
https://imgur.com/a/PFxiHq3

last aurora
#

i thought martin didn't want taviana portet to arma 3?

sinful zenith
#

correct

last aurora
#

@glad trench
i suggest you delete taviana from your system then

#

an illegal reupload it is

glad trench
#

huh the more you know. appreciate it

sinful zenith
#

He's making his own game based on it afaik, and don't wants any A3 ports

glad trench
#

Ah I see

dreamy token
#

is there anyway to have a backpack preloaded with stuff lying in the open or in a vehicles inventory?

prisma oyster
#

by scripting

vestal perch
#

by making new preloaded backpack config class

dreamy token
#

I was gonna ask in the scripting channel but figured I'd try here first in case there was some method I wasn't finding, I still haven't delved into config classes but I'll put it on my todo list 🙂 thank you very much

vestal perch
#

meddling with configs means creating a new addon.

dreamy token
#

yeah, it's gonna be pretty far down my todo list haha

#

I'm trying to have backpacks filled with ammo that I can put in helicopters so I can call it in, grab the bag, and let it fly away faster than trying to grab tons of ammo

#

or some medical supply bags in the medevac bird

cursive steeple
#

Not sure if this is the right place to ask, but is there a way to lock all enemy vehicles by default in a mission? Even if they aren't spawned in yet?

small patrol
#

Even if they aren't spawned in yet?
Impossible without using MODs

#

The way is to lock just right after its spawn

cursive steeple
#

I see. I'm trying to prevent players from clipping into enemy tanks and shooting the crew then stealing it

plain gale
cursive steeple
#

I saw that page as well as the setVehicleLock page but not sure how to set it up to get all the opfor vics locked by default

#

Or at least some of them

cursive steeple
#

Would this be possible with scripts, maybe?

small patrol
#

As I said, no way to do “by default”

#

allVehicles, side, forEach, these are the commands you're looking for

cursive steeple
#

Sorry I'm kind of new to all of this, not sure what to do with those, is there somewhere you can point me to so I can try to mess around with them?

small patrol
cursive steeple
#

Thanks I'll take a look

dim kindle
#

how do i make units surrender i zeus

bold estuary
#

i dont think you can with vanilla zues

broken inlet
#

Yeah you need either a script or a mod for that

#

I recommend zeus enhanced

sinful iris
#

Can someone help me with the editor

#

Bc im new

broken inlet
#

If you ask your question the peeps here might @sinful iris

sinful iris
#

So how do i switch bettween cameras

prisma oyster
#

which ones?

bold estuary
#

Press numpad enter after selecting a unit to switch to its first person view

prisma oyster
#

that would be in-game, not in-editor (but it might be what he is after, idk)

bold estuary
#

ah my bad thought he was talking about zues xd

versed escarp
#

is there a way to swap the unit your playing while in zeus?
also to set ai behaviour so once played they dont just.. stand around doing nothing, or follow a short string i then have to go back and imput more to

rocky tree
#

Like, change the char you’re using?

sinful iris
#

Like from 3rd person to map camera

paper vine
#

Arma 3 should have a feature where multiple curators can work on Eden simultaniously

prisma oyster
#

you can merge missions

fading swift
#

Hey, so I'm looking to get a insurgency mission up and running on my units server. BMR has too many options and parameters that we just will not be using also the mods that it's capable of handling atm are not an option for our mod pack. I tried messing with the mission to see if I could reverse engineer it but I'm not that smart unfortunately. Does someone have a place or video for me to use to get an insurgency mission going?

true spear
#

Hello, I'm new here and pretty knew to the editor, I had i idea to set up a mission kinda like battlefield 4's conquest, but making it so jets tanks ect ect have kind of a point cost to them. so you get X number of points for kills/objective plays that you can spend on new weapons and vehicles and what not.
I'd want the missions set up as a co-op thing for me and some mates vs a army of AI.
Can anyone here help me figure out how to do that or point me to a youtube vid that could help me?
Thank you.

sinful iris
#

How do i add mod weapon creates to arma 3 editor

versed escarp
#

yeah like, start as one dude, open up zeus, and then swap to another one, or is it just the one guy is locked to zeus?

paper vine
#

@prisma oyster I know that, I think that's what I'm going to have to do with my group. I just wish it were like two simultaneous editors making a mission file

bold estuary
#

yeah like, start as one dude, open up zeus, and then swap to another one, or is it just the one guy is locked to zeus?
@versed escarp use zues enhanced/achilles mod, it has a module to switch units

versed escarp
#

i've been useing MCC, does it function much dif to that?

jolly mirage
#

I made a pretty long road in a desert map. Is it wise to unclick "Enable Simulation" on those road sections?

prisma oyster
#

I don't think it would change a lot, unless you can make them Simple Objects

sinful iris
#

Can someone help me around 6-7

#

Pm

#

It 12pm here

prisma oyster
#

so "in 6-7h" ^^

sinful iris
#

Yes

prisma oyster
#

@sinful iris just ask when you need help and are available, present peeps will tell you (if any)

sinful iris
#

Ok

jolly mirage
#

simple objects don't seem to be possible on roads though

#

also, the editor just crashed on me for placing to many object... (i guess)

#

buffer map failed: device_removed or something

#

i was creating a "Highway of Death" setup

#

so lots of wrecks and destroyed buildings

prisma oyster
#

(device_removed sounds like a driver issue though, not an editor one)

last aurora
#

(device_removed sounds like a driver issue though, not an editor one)

This error occurs since win10 decreased the timeout threshold for driver / hardware micro drop outs.
If this happens too often, manual increase of this threshold must be done. Google has some tutorials how to do that iirc

sinful iris
#

Im bout to set my computer

#

@prisma oyster can you help me

prisma oyster
#

no, since you didn't ask your question yet 😄

#

@sinful iris shoot? what's the situation

sinful iris
#

Ok

#

I need help how do i get this

#

My workshop guns in create or box where i can acess in my workshop serieros

#

It loading

#

I cant send photos

prisma oyster
#

you can post a link (with description) to an imgur

#

but I really didn't get what you are talking about; can you rephrase?

sinful iris
#

Ok in arma 2 editor you can spawn empy Vechicles and weapon crates how do i do that in arma 3

vestal perch
#

there is a tick box at he bottom right corner

#

or hold ALT down

#

weapon crates are preconfigured and in the yellow tab

sinful iris
#

Also i dont know how to edit my workshop sernaros

vestal perch
#

you usually dont

#

you just play them

#

if you want new scenarios you make them from scratch

prisma oyster
#

scenarios* btw

sinful iris
#

Yea

#

I dont want new one all i want to do is add a custom weapon create

#

Add my special hk

#

And my special browning

prisma oyster
#

you can use SSPCM to play with the weapon of your choice in single player

sinful iris
#

SSPCM what that

#

If that dlc i dont have it

vestal perch
#

its a mod

#

google can tell you more

sinful iris
#

Which one

#

@vestal perch how do i use it

vestal perch
#

I dont know.

dim kindle
sinful iris
#

I found out

prisma oyster
#

you're welcome

stark vigil
junior notch
#

There is a vehicle from my old unit's modpack and I need to find the mod which it is from

#

Anyone know how to see what mod it's from in-game?

vestal perch
#

the config viewer possibly.

#

Im not sure if the addon check script commands are in yet

junior notch
#

Hmm

#

Let me try

broken inlet
#

You might also be able to find the mod its from by looking at the vehicles classname @junior notch

#

Usually devs/dev teams havea certain abbreviation they use for their classnames like rhs_ or cup_ for rhs and cup respectively

#

iirc there's a list of the known abbreviations on the wiki

prisma oyster
#

\_

junior notch
#

Hm

#

EJ?

#

It's an MH60 with the class name "ej_MH60L"

#

EricJ

vestal perch
junior notch
#

Yup

#

Found that

#

Thanks guys

#

Now I just need to find out what mod it's from

#

Guessing it's not part of the Taliban mod

#

Jackpot

lilac quest
#

Hi, how do I make holding a certain weapon activate a trigger? thanks.

prisma oyster
#
currentWeapon theUnit == "weaponClassname"

@lilac quest

lilac quest
#

ty

#

I presume that goes in the condition section

prisma oyster
#

you presume correctly

lilac quest
#

right

#

it does not appear to be working

#

`currentWeapon man == "arifle_MSBS65_Mark_black_F";

!isNil "mission_triggerGo"`

#

is what i have rn

#

i am fairly sure the id is right for the weapon i am holding, which is the black Promet MR

prisma oyster
#

is "man" the unit you are?

lilac quest
#

yeah

prisma oyster
#

and what is !isNil "mission_triggerGo"?

lilac quest
#

that works with something in init file to register LMB down

prisma oyster
#

if you want both conditions, use &&

lilac quest
#

so i am trying to run a trigger when left clicking with the promet MR

#

right, one sec

#

an odd thing- it works, but if i switch back to the Promet MR it runs even if i only ever clicked with the wrong weapon out

#

I presume it has to do something with the trigger not deactivating once i've clicked once, and then it just waits for me to pull out the promet

prisma oyster
#

make it single-time use

lilac quest
#

hum

#

it kinda needs to be repeatable for what im trying to achieve tho

#

I assume your referencing the 'Repeatable' tick box in the trigger module

vestal perch
#

What is it that you try to achieve?

pulsar geode
#

Attaching objects to a vehicle in editor instead of via Zeus? Possible? If so how

vestal perch
#

init scripts

sage hinge
lilac quest
#

How to incrementally increase a variable?
current code:
embar = getVariable ["#EM_Progress"]; missionNamespace setVariable ["#EM_Progress", embar+0.1];

additionally this whole section is missing a semicolon apparently:
embar = getVariable ["#EM_Progress"]; missionNamespace setVariable ["#EM_Progress", embar+0.1]; missionNamespace setVariable ["#EM_Transmit", true];

prisma oyster
#

should work

wind raptor
#

getVariable without the varspace argument?

prisma oyster
#

@lilac quest getVariable either take String or Array of two elements (see the wiki)

wind raptor
#

No, I mean the syntax is varspace getVariable [...];, he uses it without varspace.

prisma oyster
#

Ah, that too 🤣 it seems I should not read code on mobile 😂

lilac quest
#

alright, so now #EM_Progress doesnt not go up
i set varspace to missionNamespace and it is getting stuck and 0.2
like so: embar = missionNamespace getVariable "#EM_Progress"; missionNamespace setVariable ["#EM_Progress", embar+0.1];

wind raptor
#

Can you confirm that variables beginning with # are allowed?

last aurora
wind raptor
#

That question was for Orter...

lilac quest
sinful zenith
#

yes akkiwed

wind raptor
#

@lilac quest Are you using that code in a trigger?

lilac quest
#

yup

#

ive come to the conclusion that i need to find a find to loop it without deactivating the trigger

finite jungle
#

Hi. I'm looking for locking certain door of the car for player. For example; expect for front passanger seat, lock all for player (not for AI).

small patrol
#

lock, lockDriver, lockCargo, lockTurret

wind raptor
lilac quest
#

cheers

elder lion
#

Hey

#

Triggers have the Effects menu on them

#

Is it common knowledge that the play button on some of them just doesn't work?

#

Or how can I fix it?

small patrol
#

Yes

elder lion
#

I guess no fix exists?

small patrol
#

No point to fix

elder lion
#

Well how can I listen to the effects?

small patrol
#

If you can't, you can't

elder lion
#

so that I could know what they sound like

#

Well then there's a reason to fix it...

lilac quest
#

if you really need it just listen ingame i guess

#

i always assumed those ones were just nothing or real;y quiet :p

broken inlet
#

There's a play button for the effects?

prisma oyster
#

Yup

toxic elbow
#

Hey does anyone know how I can make an ambient bombing run with 3 planes that are activated by a trigger. I'm using the Unsung mod and have been tryna use their custom CAS module but it ain't been working.

primal rain
#

is the most popular script to teleport people to markers when a trigger activated gg1 setPos (getPos marker12);

#

?

#

Because Im cutting no mustard with the script

#

scratch that

#

I ended up cutting mustard

lilac quest
#

Hi, this loops, but it does it instantly, so that #EM_Progress reaches 1 in an instant, how do i loop every second or half second?
while {(currentWeapon player isEqualTo "hgun_esd_01_F") && cursorTarget == drone;} do { embar = missionNamespace getVariable "#EM_Progress"; missionNamespace setVariable ["#EM_Progress", embar+0.1]; };

plain gale
#
while {(currentWeapon player isEqualTo "hgun_esd_01_F") && cursorTarget == drone} do 
{
    sleep 0.5;
    missionNamespace setVariable 
    [
        "#EM_Progress", 
        (missionNamespace getVariable "#EM_Progress") + 0.1
    ]; 
};
``` @lilac quest
lilac quest
#

cheers

#

i presume thats half a second

#

generic error in expression

#

specifically:
'...) && cursorTarget == drone) do { |#|sleep 0.5; missionNamespace setVari...' Error Generic error in expression

plain gale
#

are you spawning that?

lilac quest
#

whenever i activate the trigger i get that, if thats what u mean

small patrol
lilac quest
#

roight

wind raptor
#

@lilac quest You can get around that restriction like so:
Use Notepad or something similar to create a file called OrterLoop.sqf in your mission folder, copy the code from your trigger into that file and then replace the code in the trigger with execVM "OrterLoop.sqf";.
If you don't know how to find your mission folder, you can easily access it from 3DEN by navigating to Scenario (the top left menu entry) > Open Scenario Folder (or something like that, it's the 3rd option from the bottom).

lilac quest
#

cheers

#

ill test it tomorrow and get back to you

prisma oyster
#

…or simply wrap with spawn

#

to be scheduled.

compact briar
#

Is there a place to quickly find the names of objects?

prisma oyster
#

classes? Eden Editor, or wiki

compact briar
#

Eden editor sorry

#

I'm looking for the name of a certain type of arti ammo.

#

So I can script some arti on a trigger

#

I've been trying to use the Wiki;s cfg pages but it's hard work haha.

prisma oyster
#

on hover, or right-click > log > copy classes to clipboard

for ammo, right-click on the artillery and click "find in config viewer" or something, you can read the magazines there I think

compact briar
#

Yeah, hard to sort through all the names on that wiki. I'll give the config viewer a go.

#

Thanks heaps! 🙂

prisma oyster
compact briar
#

Do you happen to know the classname for the Seara? 😛

prisma oyster
#

is that a vanilla asset? (also, right-click on it > log > copy class)

compact briar
#

I just found it in the config viewer 😛 Right click is a lot easier. Thanks for that handy to know.

compact briar
#

Do you happen to know the name of a big arti shell of the top of your head?

#

B_MBT_01_mlrs_F -> 12Rnd_230mm_rockets_cluster -> [getMarkerPos "Mission1_Arti_Marker","12Rnd_230mm_rockets_cluster",250,100,3,nil, 32,4900, 150] spawn BIS_fnc_fireSupportVirtual;

I put the firesupport call in OnActivation on a trigger.

sacred schooner
#

Hey anyone have any experience with the ace arsenals?

I can blacklist items, and that works at denying them for me.
but in multiplayer no one else will get these restrictions and they have a full arsenals.

is there a way to make everyone in a multiplayer game effected?

prisma oyster
#

if they are applied by script, try applying them globally in e.g init.sqf

sacred schooner
#

no it's through the eden editor sadly.

#

might have to double back to scripts.

sacred schooner
#

Is there some trick or something you could easily turn off or on that would stop people spawning with exactly what they had then they died?
I've run a number of multiplayer missions where people have given me loadouts that i've put on units or they've picked stuff out from an arsenal, and then they've died and respawned a number of time and keep their kit.
right now though everyone keeps respawning with the default loadout for whatever unit they are.
https://pastebin.com/JEYEm96b this is the Description.ext which I've just copied over from a mission where people definitely kept their kits, it only had this file in the mission folder.
I've got respawn on custom position with only show respawn counter and select respawn location on.
testing this on a mission in the VR map with only one guy and no dice no more. could a mod be adding this respawning with your last loadout?

sacred schooner
#

alright got it, turns of MCC is doing that.

viral pagoda
#

How would i go about if i wanted to spawn a vehicle mid air attached to a parachute similar to the one you get when you unload vehicles from the blackfish?

sacred schooner
#

variableName setpos [X,Y,200]
?

when it spawns have this go after so it get's thrown up into the air.
Not sure but I'd assume it'll get given a parashot like when vehicles are unloaded midair.

#

might need to make it higher than 200 though

elder lion
#

How should I go about spawning zombies to a map?

#

I mean like a lot of zombies

#

I guess the solution is not to copy paste like n thousand of them about

#

Ie preferably zombies would only be around the player and not simulated n meters / invisible from player

#

And how should I implement a random starting location location for a group of players?

elder lion
#

I figured out how to make a random start location

thorny burrow
#

I have a question

#

How do you use zeus live

#

Example when you place a guy down he's active instead of starting the match

bleak peak
#

@Notmarx#4443 That's Zeus different from Eden editor. I assume you don't plan on making it multiplayer and just want to mess around? If that is the case go under modules and then Zeus then place a game master module double click it and put #adminLogged and start the scenario. Then press Y by default to enter Zeus.

compact briar
#

Is there a way to prioritize what a trigger effects first? For example, if the same trigger completed a mission and started a new one. Is there a way to make sure the completed module is triggered before the new task?

prisma oyster
#

I guess the order in which you linked them to the trigger

compact briar
#

Nah, it doesn't seem to effect it 😦

#

I might just have to create two triggers for the same task and put a delay on one. Just feels dirty doing it that way haha

haughty dune
#

Hey guys wanted to ask, im looking for the array name for the Start Engines animation under the carrier animations, can some one direct me where i can find it or can tell me what is the name of this animation
like this for example
Act_Alien_Gesture

prisma oyster
haughty dune
#

thank you very much!

alpine pecan
#

Is there a way to lock an AI in a vehicle ?
I'm trying to make an helicopter to land and drop the player on a zone, but the pilots keeps getting out from the helicopter once it touched down (waypoint is Advanced: Land)

paper vine
#

Use "Transport Unload" if you want them to take back off and fly back. They will land and wait for everyone inside to get out and then leave

#

You would need 3den or Achilles/Zues Enahnced tho i think

compact briar
#

Is there a way to stop CAS support?

#

Seems to just keep going until they blow up or run out of ammo but then never really leave. Just fly around taking in the view.

alpine pecan
#

Hello, i'm having another problem,
I need an helicopter (Orca) to shoot a rocket at a structure, but I can't find any way to make it work

vestal perch
#

you could try creating invisible targets on the building and making the gunner shoot at that

alpine pecan
#

I did this, but they keep shooting with miniguns. I want them to use the rockets.
Even by removing the minigun and putting rocket pylons only, it just won't shoot

vestal perch
#

what kind of target dd you use?

alpine pecan
#

I started with invisible target
Then I was pissed and simply decided to use a hidden mrap as a target, but he still won't shoot rockets.
Now I tried to see in which occasions does the Orca shoots rockets at targets by placing some vanilla hunters driving on a road, and a fresh Orca with a destroy waypoint on them... and he still won't shoot at all !!!

vestal perch
#

one way could be to forcibly change the weapon to the rockets and force fire them with appropriate commands

alpine pecan
#

I already have tried that, but they shoot straight forward and not on the target

vestal perch
#

then possibly the command is not given to right gunner

alpine pecan
#

The thing is

#

The pilot is in charge of the weapons

#

since it in an orca

elder lion
#

Can we move the camera via some script in eden?

#

Like if I'm editing the map and I'd like to programmatically move around

plain gale
#

@elder lion

elder lion
#

thank you!

elder lion
elder lion
#

@plain gale thank you

plain gale
#

Check this out, it's brand new

elder lion
#

Hmm shame there's no setDir for the camera

#

or "lookAt"

prisma oyster
#

camSetTarget? camSetDir?

elder lion
#

hmm

#

so
move3DENCamera [x+20, y+20]; //Or some find safe pos etc
_cam = get3DENCamera
_cam camSetTarget [x, y, 0];

plain gale
#

@elder lion You can alway change the position and rotation attribute of the camera.

elder lion
#

hmmm

#

How would I do that?

#

Here's the simple thing I'm trying to do:
_middle = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
_pos = selectRandom (_middle nearObjects ["House", 2 * (_middle select 0)] apply {getPos _x;});
_empty = [_pos, 10, 25, 0, 1, 0.5, 0, [], _pos] call BIS_fnc_findSafePos;
_empty set [2, 20 + (_empty select 2)];
move3DENCamera [_empty, true];
_cam = get3DENGridCamera;
_cam camSetTarget _pos;
_cam camCommit 0.1;

#

(there's some bug in that though)

#

Ah god damn autofill

plain gale
#

What is not working exactly?

elder lion
#

wait I can't upload pictures?

#

aww

#

well it says:

'..._empty set [2, 20 + (_empty select 2)];
|#|move3DENCamera [_empty, true];
_cam = ge...'
Error Type Number,Not a Number, expected Number
#

For this:

_middle = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
_pos = selectRandom (_middle nearObjects ["House", 2 * (_middle select 0)] apply {getPos _x;});
_empty = [_pos, 10, 25, 0, 1, 0.5, 0, [], _pos] call BIS_fnc_findSafePos;
_empty set [2, 20 + (_empty select 2)];
move3DENCamera [_empty, true];
_cam = get3DENCamera;
_cam camSetTarget _pos;
_cam camCommit 0.1;
#

@plain gale

vestal perch
#

for how to use codeblocks

#
_this ==  easier to read;
elder lion
#

Agreed, thanks

#

If I could do it by setting attributes, how can I list them and change them?

plain gale
#
Error Type Number,Not a Number, expected Number
```I love this error message 😄
elder lion
#

It's exactly as visible also 😄 Ie there's not even a space after the first comma 😄

plain gale
#

can you check the variables _pos and _empty with systemChat or diag_log?

elder lion
#

Hmm if I remove the update to _empty z coordinate (if there's a better way to do that, please lemme know :D) then it complains that

'... blah blah blah
|#|move3DENCamera [_empty, true];
_cam = ge...'
Error 2 elements provided, 3 expected
#

just a sec

plain gale
#

brb.

fading goblet
#
_empty set [2, 0];

should work

elder lion
#

@fading goblet but I want to update the last parameter of _empty to 20 meters higher

fading goblet
#

but BIS_fnc_findSafePos only returns [x,y]

#

so simply set it to 20

elder lion
#

aaaa

fading goblet
#

Return Value:
Array - in format [x,y] on success. When position cannot be found at all, default map center position is returned, which will be in format [x,y,0]

elder lion
#

thank you!

plain gale
#
if (_pos isEqualTo []) exitWith {systemChat "No house nearby!"};
``` Add this after the select random part to make sure you have a position
#

In case no building is nearby.

#

Also, findSafePos might be a bit overkill here.

elder lion
#

Haha yeah

#

hmm strange

_middle = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition");
_pos = selectRandom (_middle nearObjects ["House", 3 * (_middle select 0)] apply {getPos _x;});
_loc = _pos apply {_x + 10};
_loc set [2, 10];
move3DENCamera [_loc, false];
_cam = get3DENCamera;
_cam camSetTarget _pos;
_cam camCommit 0;

also shows positions that are definitely not houses

#

and sometimes it's on the ground so I think I need to update the z coordinate based on ground height at that point

plain gale
#

Much better

elder lion
#

Does that also work for user based buildings?

#

Or only those which exist by default in the map?

#

And what's the difference between "House" and "Building"?

plain gale
#

It should.

elder lion
#

thanks, using it

#

hmm apparently the cam update doesn't actually do anything

#

(even if I change the commit to a 1 haha)

plain gale
#

Check BIS_fnc_3DENCamera ingame

#

There you can see how it's done within Eden editor.

elder lion
#

thanks

plain gale
#

["move",YOURPOSITION] call BIS_fnc_3DENCamera; should actually do what you want.

elder lion
#

and hmm, apparently I'm getting objects that are definitely not "Houses" 😄

#

@plain gale are those options you used documented somewhere?

#

that call works exactly as I wanted!

#
_pos = getPos selectRandom (nearestTerrainObjects [[9000, 9000], ["House"], 20000, false]);
["MOVE", _pos] call BIS_fnc_3DENCamera;

simplified 😄

#

Hmm I'm starting to think that the selectRandom isn't random at all

#

fuq, createVehicle does not add the vehicle to the eden menu

elder lion
#

@cloud sparrow thanks!

lilac quest
#
class CfgORBAT
{
    class 1plat
    {
        id = 1;
        idType = 2;
        side = "West";
        size = "Platoon";
        type = "MechanizedInfantry";
        commander = "Carson";
        commanderRank = "Lieutenant";
        test = "%1 %2 %3";
        textShort = "%1 %3";
        assets[] = {"B_APC_Wheeled_01_cannon_F"};
        
        class 1squad
        {
            id = 1;
            idType = 2;
            side = "West";
            size = "Squad";
            type = "Infantry";
            commander = "Travis";
            commanderRank = "Sergeant";
            test = "%1 %2 %3";
            textShort = "%1 %3";
            
            class 2squad
            {
                id = 1;
                idType = 2;
                side = "West";
                size = "Squad";
                type = "Airborne";
                commander = "Cooper";
                commanderRank = "Sergeant";
                test = "%1 %2 %3";
                textShort = "%1 %3";
                
                class 3squad
                {
                    id = 1;
                    idType = 2;
                    side = "West";
                    size = "Squad";
                    type = "Recon";
                    commander = "Ted";
                    commanderRank = "Sergeant";
                    test = "%1 %2 %3";
                    textShort = "%1 %3";
                };
            };
        };
    };
};```

Hi, any reason why only one squad is showing up on the map here? on the actual ORBAT screen they are recognized properly
#

the only error im getting is '[BIS_fnc_ORBATGetGroupParams] class not found'

prisma oyster
#

```cpp plz

lilac quest
#

sorry? dunno what that is

small patrol
#

Instead of wrapping by `

lilac quest
#

"```something like this?"

#

figured it out

#

there ye go

small patrol
#

Also, put cpp just after the first ``` so will look great

lilac quest
#

huh

#

that just put cpp in text

small patrol
#

Uh, break line after cpp

lilac quest
#

shiny

small patrol
#

There ya go

#

So, how did you put it, and how did you call it?

lilac quest
#

is this in regards to the ORBAT stuff i posted? in that case i couldn't tell you and you'd have to just take a look at what i posted

small patrol
#

Are you sure that you put it into description.ext etc etc...

lilac quest
#

ah

#

one sec

#

yes

small patrol
#

And how did you call it?

lilac quest
#

its just done all through the ORBAT Group module, right?
as seen in the guide

small patrol
#

What did you put?

lilac quest
#

ill dm you a screenshot since this channel doesnt seem to accept pictures

lilac quest
#

ah

small patrol
#

No need to DM me. There's no point to make it private

lilac quest
#

yeah but i actually cant copy pictures into this channel :p

small patrol
#

So, it seems you need missionConfigFile >> "CfgORBAT" >> "1Plat" >> "1squad" >> "2squad" and missionConfigFile >> "CfgORBAT" >> "1Plat" >> "1squad" >> "2squad" >> "3squad"

lilac quest
#

ah

#

lemme try

#

yeah thats done it

#

cheers mate

sage hinge
#

Question:
When AI is on dynamic simulation, can I lets say place 600 AI instead of 100 in the editor without worrying about AI being slower or much effect on performance if I make sure only 100 of them is active/being simulated at a time?

prisma oyster
#

yep, to a certain limit of course

sage hinge
#

A'ighty thanks a lot, again 😅

alpine pecan
#

Hello, I have a question :
I wish to make a lot of AI to have simulation disabled and model hiden and make them appear when I want in the scenario
But when it comes to full squads, it's god damn long to name each soldier and put the two lines of codes for each of them in the triggers.
Is there a way to put them all in a list and apply enableSimulation and HideObject to all of them at once?

small patrol
#

forEach

alpine pecan
#

so I do like {enablesim + hideobj} forEach [group name1, group name2] ?

broken inlet
alpine pecan
#

This is what I did

prisma oyster
#

forEach doesn't take Code as right-hand argument 🙂

alpine pecan
#

I am a bit confused on how to make it work

prisma oyster
#

Hi confused, I'm dad!

#

Code forEach Array

magic variable is _x
so
Code could look like { _x enableSimulation false }
but! _x cannot be the group itself, you can only enableSimulation on objects

alpine pecan
#

mh
so I would need to give a variable name to each unit , then group them into a variable
like, _units = [soldier1, soldier2] ?

prisma oyster
#

or you can use units, that lists units in a group ;-)

#

So code could look like { { _x enableSimulation false } forEach units _x } forEach [group1, group2]

#

one _x is the unit from the group, the other is the group

alpine pecan
#

Ok, I tried it
But only one unit of the group gets affected

prisma oyster
#

magic

distant abyss
#

hey is there any way to disable collision between ai, ive looked and nothing works, ive heard about attaching them to game logic but what would that do?

vestal perch
#

what is it you are ultimately trying to achieve?

distant abyss
#

oh dont worry, i was setting up the apex breaching animation and ive got it working just have to line up the ai with the building

eager hull
distant abyss
#

yeah but no luck with it, i got it sorted by attaching the ai to a game logic

toxic jackal
#

Is it possible to eliminate the damage between 2 specific vehicles when touching? without hearing the crash and without seeing pieces jumping but that can collide with each other.

fading goblet
#

don't crash 2 vehicles into each other?

#

and other than disableCollisionWith I can't think of anything else

#

and its not working with all vehicles due to PhysX

small patrol
#

Maybe handleDamage EH does?

pallid arrow
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CAS Module help: I see a lot of questions when searching post history about setting up a CAS module. A little rough trying to find the answer I need. Does anyone know of a good tutorial, FAQ, guide, etc for setting up a CAS Module?

fading goblet
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If the answers in this discord didn't help than Google will provide you with a huge amount of good info

dim kindle
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Yo I’m looking for how to attach vehicles, it used to be AttachTo in Arma 2 but not Arma 3

vestal perch
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attachTo is still same command

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some vehicles may be configured for the "vehicle in vehicle" mechanic

dim kindle
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I see, and how would I do it without having to use a custom radio call,

vestal perch
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attachTo?

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in what kind of a situation

dim kindle
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A super weapon

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A bunch of vehicles and props stuck together

vestal perch
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on your own mission?

prisma oyster
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same as Arma 2

vestal perch
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yeh

dim kindle
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Mhm, but thing is I never learned how to just ya know, run the script on start

prisma oyster
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¯\_(ツ)_/¯

dim kindle
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Big bruh

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I’ll look around

vestal perch
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could put it into a trigger

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or run it on a init thingy

dim kindle
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I don’t want to put it on a trigger for obvious reasons, but what’s an init?

compact briar
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Yo, can someone point me in the right direction for making a "Stockpile" of a certain item?

dim kindle
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Yo, how would I go about animating a character in eden?

small patrol
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Put switchMove, playMove or such?

prisma talon
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i have a question

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i am new to op design

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and i dont get this

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i put a get in vehicle and then a move waypoint

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they dont get in the vehicle

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and they dont move

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other waypoints work