#arma3_editor
1 messages · Page 40 of 1
This game doesnt really work in 'levels'
^ Level would have multiple means, so could be yes or no
In Arma there are "terrains" and "scenarios"
Well a scenario would be kind of a level
Terrain maker and/or a mission editor
Then No and Yes
Mission Editor: Yes
Terrain Maker: No
^ thats what 3den can do
terrains are made with separate workflow
So I cannot create custom maps
There is a seperate terrain maker
tries to think of any game which has a terrain maker in-game
O ok
You can technically. Not easily though
So I cannot create custom maps
@dim kindle I recommend having a look at #arma3_terrain
Roblox @fading goblet
I said game...
Thanks guys😁 👍
🔥
not a kids toy...
Haha
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 ...
I'll have a look at it when I download the game
(The video is really outdated though)
Yeah there's at least 48 things about arma now.
Nah mate, I'd have to say 49
what do I need to host an eden editor game
Do I need hamachi if I do it via internet?
no, just open the Arma required ports and it's OK
Yo, can someone give me an example mission with all files like description.ext and etc
See https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding @bronze marten
@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
So A3 works not like the other series?
i was working in ofp editor, does it have it's own cfgs?
An example of mission is enough for me, i`ll find out how it works
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
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.
yep! no big changes (except for briefing.html/overview.html)
for objectives (a.k.a "tasks") see https://community.bistudio.com/wiki/Arma_3_Task_Framework
dude im ngl I dont understand any of this tech jargon Im reading
Thanks, Lou.
@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
You must open the ports on your router. The box where the wifi and ethernet comes from
tick the UPnP checkbox in the MP Server interface, and if people can connect then it works 🙃
alright Ill try it
ty
Ok so new problem
all the vehicles are blowing upo
then respawning
then blowing up
using the vehicle respawn module I suppose?
yes
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 ^^
collision with environment? idk
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.
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
put respawnOnStart = 0; in your description.ext
Open the mission file you are working with and create a description.ext in its root then add that.
As far as im aware I haven't found this setting in eden itself
im looking for some help with posing, can anyone help?
Define posing?
posing for screenshots
Want to apply animations for screenshots to make it cooler?
I want you to draw me like one of your French girls
https://steamcommunity.com/sharedfiles/filedetails/?id=1341387001
You are looking for this, you're welcome
POLPOX just makes your life easy for screenshots, and the animation mods under it he provides make life 10x easier
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.
So while you're in 3DEN Editor, click on the unit you want to animate, and hold down CTRL+Q
This will open the Animations Viewer screen, where you can scroll through tons of animations.
Find the animation you want, in the list and press CTRL+C the viewer should flash white briefly to show you succeeded
Then you may press escape, go back to the unit and press CTRL+E on the unit.
It will paste the animation in a constant loop and visually show it in 3DEN.
Every basics are already explained in the tutorial
Aye, the clipboard and animations viewer would override each other and cause issues if it were V
Thank you so much
How to do a custom callsign for base? tried "STR_CFG_HQ" in string but didnt helped at all
str_a3_group_papabear?
nope, still crossroad or base
(don't know if it matters but) did you put that in a stringtable.csv or xml ?
xml
<Key ID="str_a3_group_papabear">
<Original>basename</Original>
</Key>
here's the code
yeah yeah, should work
[east,"HQ"] sideRadio "R01v01"; in trigger
Try not to overwrite existed string
why not? if it works, it is mission-wide only, no?
no effect
That's true, though would cause some issue to Third-Party something, assume?
@small patrol Can you send me a full group cfgs? Maybe i`ll try other one
Like maybe papabear is only for west
Nope, that's just something I thought
Is there the same groups like Alpha,Bravo and etc? Will it work for example: str_a3_group_alpha
i wanna try to do it through the unit
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?
Well, the best solution i've found is using setGroupId ["basename"] to units, but sad that you cannot localize it then
as i tried for first
…you can?
how?
localize
full example please?
group1 setGroupId [localize "STR_basename"];
Perfect. Thanks again.
Also i guess that original names is unchangeable because i didnt even found original cfg values of it
So you should work with setGroupId
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
mine is at § by default
You need to make a config and MOD to edit that
that makes sense 😄
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
@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
May want t to also get ATL Pos, regardless if you're above terrain or not.
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?
@granite glacier
you might find something helpful here
https://community.bistudio.com/wiki/Arma_3_Respawn
Thank you very much👏 @last aurora
What does the area scaling grid tool do in the eden editor?
not scale objects at least.
?
just saying objects can be scaled in game
@dim kindle scaling markers/triggers iirc
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?
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.
Does anyone here know how I can assign an animal. for example a dog to a unit within eden? is it possible?
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?
you sure you cant do it the same way then?
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
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?
Can you define the problem a bit closer? as in whats the reason you cant spawn them @chilly wedge
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
is this with modded units or base game stuff?
I've attempted with spawning the CSAT vanilla units and they don't spawn when i click
I can only spawn them individually but not in groups
same goes for INDFOR vanilla units such as FIA, AAF etc
What exactly you wanted to do? Are you in Eden Editor?
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
I will send screenshots
You meant you're just trying to spawn them via F2, Compositions menu?
Yes
Can you do that in an empty mission?
Yes, i've tried doing it on an empty mission but the only compositions that work is the BLUFOR
Any MODs you have?
Well i did install a couple of mods
Try in vanilla
Straaange
Yea, i've uninstalled and reinstalled the game numerous times for this exact reason
Just in case, you've Left clicked on the ground while selecting OPFOR/Independent groups right?
I wouldn't
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.
@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?)
maybe not in the same scope
cramming the trigger's activation field is simply less legible
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
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
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
anyone know if the TK_WarfareBAntiAirRadar_Base_EP1 from CUP is actually a functioning radar or just a prop?
a bit too late but can confirm
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?
do you use mods?
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.
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
So they are supposed to die after one hit?
Also, their bodies are disappearing quite soon after they die.
And my player also takes one shot and then dies.
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).
Is there a way to change it so that you don't die on a single shot? And where can I find garbage collection?
what units are you using?
Rifleman, officer and medic
ww2 units?
yes
I did also used a normal NATO unit to test it out and that died on one shot too though
armored or non armored?
What do you mean by that?
The AI had helmets and vests on and so did I
my weapon was an assault rifle while theirs were mostly rifles
then first of all try without any mods if they work the same
that way you know if its some mod messing it up
mods dont always work together
first of all test without any
ok
it's not there with no mods loaded
wait
the AI still die with one shot
the player doesn't though
did you try different types of AI too?
since different gear have different protection
that too is good point. Where do you shoot them?
let me try that now
and player group's damage can be reduced via difficulty settings.
I shot them in the back, should probably should them in the front
it took about one shot to kill a CSAT grenadier
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?
try vanilla, in Eden, in VR, not in your mission
How come VR?
He just meant no optional things
Ah, ok
I will try that now
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.
Tried in VR and it took two shots to kill the AI. One at a far distance and one a bit closer.
How can I make it so that it takes more hits to kill and AI?
I think that it would be too hard to defeat that AI lmao
you can add damage eventhandlers that reduce damage
Alright, thanks for your help
@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
thanks
Is there an init to force a helicopter to always have it's engine off, no rotors spinning?
setFuel 0 ^^
yeah I tried that already, it still thinks its in the air and jumps up a bit with the engine on
set the engine damage to 1
What is the goal? If you place a helicopter just on the ground, it won't spin its rotor
i'm making a fast rope training rig, so players climb up stairs, get in helicopter, fast rope out
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
You placed it on an obstacle or something?
yeah
If i lower the whole rig closer to the ground it works fine, but up in the air higher it doesn't
An idea is: place your helicopter on the ground in editor, then use setPos so it warps to your desired place
attachto it on something at desired offset?
I think Setpos is working
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.
you can disableCollisionWith but that's between specific objects, not all objects
like pier disableCollisionWith chopper;
If you use the edit environment module on the pier and name the object pier, it should work
Any way to make my squad not get in formation?
I want to have the whole base defense in one squad so that they can communicate with each other.
Any way to make them not get in formation in editor?
disableAI the PATH part
@kind prism How?
Check the wiki page for the command and try it first.
Also 3den enhanced has a Garrison feature which does the same thing
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.
P.S. I am a scripting noob, so a walkthrough would be great.
what kind of hide terrain problem?
You could add them to a player trigger, so when the player spawns in or moves, then it activates
The module loads in after mission starts, so vehicles parked there will explode.
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
@young pecan take a look here, should give you a good idea!
https://community.bistudio.com/wiki/Eden_Editor:_Trigger
Thanks man.
NP
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
Right
Cause I have literally no clue how to make the vehicles spawn
I'm gonna need a step by step, I dont know to make the vehicles spawn when the trigger is activated.
Wait, so what do you want to accomplish?
You want the vehicles to spawn, or to explode? I misunderstood the original statement
@young pecan
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
Well, now, I just want to know how to spawn vehicles with a trigger.
Is there a mod where I can have AI do a certain animation? Like making them look like they’re repairing a Vic
switchMove
@velvet lava 3den Enhanced
Is there a way to recover a map from the editor, which was with a mod and then I have removed it?
risky: open mission.sqm, replace modded items with something vanilla (e.g "B_Soldier_F") and remove mod entries at the top
Check your words - you're not doing map editing but mission editing. Map does have other means in this game
ok
less risky: load your mods, remove modded items, save, reopen in vanilla
ahh ok thanks
so make a backup before the risky one 😉
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.
see your game controls, it is the two keys to the left of backspace @true island
In which controls category is it please ?
I am afraid I do not know off the top of my head
Ok ok, I'll try to search for it. Thanks a lot !
Any good unit for spotting enemies at long ranges?
what is long ranges?
Hello soldiers. I have a question. Is it possible to use Music in Eden editor as we use them in the ZEUS ???
but this time with a area trigger ?
Like module audio with an Arma 3 sound attached to an area trigger ?
whats the dance animate?
How can I spawn in a vehicle with a trigger? And, if not already done by the first part, spawn multiple?
How can a dead unit set a trigger? Been experimenting but I can’t seem to get it right
it can by being "not present"
or directly set in the condition "not alive MySuperDuperUnit"
in the trigger settings, there is a field e.g "BLUFOR" "PRESENT"; link the unit to the trigger, and set to "NOT PRESENT"
Activation OPFOR Activation type NOT PRESENT
Basically this truck will blow up and I want a QRF
not alive truck```?
Right...
not canMove* if you want it to trigger when disabled (not especially dead-dead)
Is there something I could put in the init slot of a vehicle to keep it from rolling?
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];
};
};
};
I'm a bit dumb and forgot to specify while it's moving. As in when taking sharp turns.
set its mass centre lower then
How do I do that?
I'll try this
It does seem to be working. Probably doing it wrong.
probably, but I cannot guess
anybody know what type of waypoint it used for making AI planes land
if it matters at all its a civilian one
land
ill try it again
where are you trying to make it land?
yes
it was a modded civilian air craft
like a commercial plane
but it ussually just circles around the air port in altis
try if vanilla plane works
My new small Eden add-on
- Eden Preview Picture Scaling
for mission makers with bad eyesight
https://steamcommunity.com/sharedfiles/filedetails/?id=2216735551
@young pecan https://community.bistudio.com/wiki/createVehicle
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
do the clients have the mod as well?
yes
so just remoteExec should be enough
do you have the code for that though? I tried playMusic ["track01"",1]; and nothing
remoteExec
["track01"] remoteExec ["playMusic"];
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?
Use setHit or setHitPointDamage
@twilit sentinel Thank you!
Any reason why vehicles keep switching off Simple Object randomly?
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?
@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.
You can replace the [] with different object types, see https://community.bistudio.com/wiki/nearestTerrainObjects
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
the modules have only local effect it seems. Don't use themf or multiplayer
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.
There are serveral ways of doing this.
maybe create an invisible object that loops a sound upon trigger activation then delete the object once deactivated
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
and make it repeatable?
Create an object and play the sound on trigger activation, delete the object and stop the sound on deactivation
Probably the easiest way
i'm gonna try to figure that out on my own, i'll come back here if i give up lol
i can't get it to work lol
Whst have you tried?
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.
@dim kindle couldnt you just use triggerActivated trigger 1 as part of the second triggers condition? @dim kindle
i dont know but i figured it out lmao
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
Use createVehicle
It will spawn it with pilot inside?
Now my trigger looks like jet1 = createVehicle ["B_Plane_Fighter_01_F", getmarkerpos "spawn1",[], 0, "form"]; createVehicleCrew jet1; and it works perfectly thank you
with some of the cup vehicles, what does VIV mean? example:
C-130J
C-130J (VIV)
Vehicle in Vehicle
able to load one into it
or viva la revolucion, can't remember

I have no clue how to do that.
I'm trying to execute "Play Radio Message" thing only when trigger is activated.
RMB on module, select "Connect -> Sync To" and LMB on trigger
RMB on module, select "Connect -> Sync To" and LMB on trigger
@fading goblet What's that?
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
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?
in the editor, where you you place your module and trigger(?)
I get it now, Ignore that I just said.
Where can I locate Description.ext? Because it is not in my Mission Root Folder.
it is not auto created. you have to do that manually
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
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
well then you need to either adjust the size of the icon in your code or there is nothing that can be done
Also, is there other countries flags with that kind of paths? I could load US and UK, but wouldn't load germany or france
I got mine unpacked on my P: drive (modding development environment)
ah
Guys how to start mission with briefing screen from editor? Iirc it was shift + play mission ?
Shift + Numpad Enter
Thank you lou
so I want to defend this place for a bit before moving on, is there a way I can postpone triggers?
thanks, I thought both were just a countdown until the mission finishes lol
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
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.
…remove thermals and NVGs?
@hollow mica
this might give you some hints on how to disable thermals on vehicles and other gear
https://community.bistudio.com/wiki/disableTIEquipment
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
one can not disable build in helmet NVGs and TI iirc
you should be able to remove subItems[] = {"Integrated_NVG_TI_1_F"}; from the configs 😉
that requires an addon though
couldn't this be called one way or another via script / unit init?
one could intercept the key from the UI :p
Hey guys, does anyone know what this module does? https://community.bistudio.com/wiki/BIS_fnc_moduleMPTypeGameMaster
nope, try reading the function perhaps?
@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.
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 ?
{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;}```
omg thats what im looking for! thanks a lot mate!! 
how to get it that function tho? i couldnt find it in functions viewer?
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
oh, so after mission starts we can see it from the viewer?
no
in the debug console
Put BIS_fnc_moduleMPTypeGameMaster_initPlayerServer in one of the watch fields
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..
Pardon: fixed this problem. The trick is to change the "vertical mode" under the "edit" menu in the editor. See link: https://steamcommunity.com/app/107410/discussions/0/1813170373212444193/
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 :<
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
wrong 3D model, or mod not present on the client
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
(not sure if it works, but worth a try)
kewl :)
Yay it worked :D
i don't suppose you have a magic onTerminalConnect event too? :>
what do you mean?
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 :<
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
'Disable AI Medical' setting
i got waitUntil to work! :D
so... you had to wait until waitUntil worked?
lol xD
the trick was to do _myEH = stuff
otherwise bad things would happen D:
@prisma oyster thanks a bunch! :D
hurray! she's finished :D
https://i.imgur.com/Yg913JI.png
now i need a mission to put her in :o
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?
What exactly did you do/do wanted to do? Obviously VehicleName doesn't exist on your game
I created a boat and I wanted to add it to the game
More specifically
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
And it called what?
class whatever <- this part of your config
@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.
I used BinPBO but thanks im going to try those next time thanks!
which text effect do I use to get the spelling of sentences letter by letter on the screen?
some BIS fnc, see BIS_fnc_typeText and all related functions in seeAlso @haughty verge
@dim kindle try just the pboProject. Out of curiosity how did you end up using BinPBO? for addon packing?
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
it needs many of the other tools to work
so simplest to just install the whole package
(Mikeros tool page on bytex website)
yeah that was the problem
#arma3_editor 👀 😉
hello guys, how can we enable spectate menu option in mission?
https://prnt.sc/ueyi9x
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
shift+RMB @dim kindle
you set waypoints (F4), and when you want them to loop, set the last waypoint to "cycle" 🙂
Oh okay
by setting the last (cycle) waypoint next to the first one, they will loop
^ or do alt+shift+rmb
For a cycle shortcut?
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?
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
anyone have time to help with making a mission?
@vestal gyro what is the issue?
@prisma oyster would you join the Creativity Lounge
Negative
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?
@old silo no - even you as a player do not have this animation (unless sprinting)
Animations for pistols have always been a bit awkward.
Is there a way to have an image visible directly in the editor?
What you mean?
like, i know how to use setObjectTexture, but the image only shows when starting the mission
How are you setting it?
this setObjectTexture [0, \myimage.jpg];
that works, but i wanna see it in the editor as well
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
Yeah, it should work as expected
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
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
Ello
@rocky tree Dm me
Can someone help me get paratroopers to drop at a certain point?
Or just drop in general
{
[_x] remoteExecCall ["unassignVehicle", _x];
moveOut _x;
sleep 1.5;
} forEach units _paraGroup;
```@rocky tree
_paraGroup is the group of parachutists
does the MCC ambient units for civs, does it just affect the area or all the map
So I apply that to the parachutists
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.
Because _box doesn't exist? Replace with this
ty
Range card is broken in eden editor?
Range card?
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
i thought martin didn't want taviana portet to arma 3?
correct
@glad trench
i suggest you delete taviana from your system then
an illegal reupload it is
huh the more you know. appreciate it
He's making his own game based on it afaik, and don't wants any A3 ports
Ah I see
is there anyway to have a backpack preloaded with stuff lying in the open or in a vehicles inventory?
by scripting
by making new preloaded backpack config class
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
meddling with configs means creating a new addon.
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
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?
Even if they aren't spawned in yet?
Impossible without using MODs
The way is to lock just right after its spawn
I see. I'm trying to prevent players from clipping into enemy tanks and shooting the crew then stealing it
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
Would this be possible with scripts, maybe?
As I said, no way to do “by default”
allVehicles, side, forEach, these are the commands you're looking for
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?
https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
BIKI is always your friend
Thanks I'll take a look
how do i make units surrender i zeus
i dont think you can with vanilla zues
If you ask your question the peeps here might @sinful iris
So how do i switch bettween cameras
which ones?
Press numpad enter after selecting a unit to switch to its first person view
that would be in-game, not in-editor (but it might be what he is after, idk)
ah my bad thought he was talking about zues xd
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
Like, change the char you’re using?
Like from 3rd person to map camera
Arma 3 should have a feature where multiple curators can work on Eden simultaniously
you can merge missions
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?
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.
How do i add mod weapon creates to arma 3 editor
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?
@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
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
i've been useing MCC, does it function much dif to that?
I made a pretty long road in a desert map. Is it wise to unclick "Enable Simulation" on those road sections?
I don't think it would change a lot, unless you can make them Simple Objects
so "in 6-7h" ^^
Yes
@sinful iris just ask when you need help and are available, present peeps will tell you (if any)
Ok
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
(device_removed sounds like a driver issue though, not an editor one)
(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
no, since you didn't ask your question yet 😄
@sinful iris shoot? what's the situation
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
you can post a link (with description) to an imgur
but I really didn't get what you are talking about; can you rephrase?
Ok in arma 2 editor you can spawn empy Vechicles and weapon crates how do i do that in arma 3
there is a tick box at he bottom right corner
or hold ALT down
weapon crates are preconfigured and in the yellow tab
Also i dont know how to edit my workshop sernaros
you usually dont
you just play them
if you want new scenarios you make them from scratch
scenarios* btw
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
you can use SSPCM to play with the weapon of your choice in single player
I dont know.
@sinful iris Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=410206202
I found out
you're welcome
@jaunty sundial how about #server_admins ?
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?
the config viewer possibly.
Im not sure if the addon check script commands are in yet
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
\_
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
Hi, how do I make holding a certain weapon activate a trigger? thanks.
currentWeapon theUnit == "weaponClassname"
@lilac quest
you presume correctly
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
is "man" the unit you are?
yeah
and what is !isNil "mission_triggerGo"?
that works with something in init file to register LMB down
if you want both conditions, use &&
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
make it single-time use
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
What is it that you try to achieve?
Attaching objects to a vehicle in editor instead of via Zeus? Possible? If so how
init scripts
@pulsar geode https://community.bistudio.com/wiki/attachTo
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];
should work
getVariable without the varspace argument?
@lilac quest getVariable either take String or Array of two elements (see the wiki)
No, I mean the syntax is varspace getVariable [...];, he uses it without varspace.
Ah, that too 🤣 it seems I should not read code on mobile 😂
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];
Can you confirm that variables beginning with # are allowed?
@wind raptor
that's a question better asked in #arma3_scripting
That question was for Orter...
@wind raptor #EM_Progress variable was just what i got from this page https://community.bistudio.com/wiki/Arma_3_Spectrum_Device
I'm trying to recreate the spectrum device in vanilla arma if it wasnt obvious
yes akkiwed
@lilac quest Are you using that code in a trigger?
yup
ive come to the conclusion that i need to find a find to loop it without deactivating the trigger
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).
lock, lockDriver, lockCargo, lockTurret
@lilac quest I suggest using a loop. More information on loops in Arma can be found here: https://community.bistudio.com/wiki/Control_Structures#Loops
cheers
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?
Yes
I guess no fix exists?
No point to fix
Well how can I listen to the effects?
If you can't, you can't
if you really need it just listen ingame i guess
i always assumed those ones were just nothing or real;y quiet :p
There's a play button for the effects?
Yup
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.
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
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]; };
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
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
are you spawning that?
whenever i activate the trigger i get that, if thats what u mean
Short answer: you can't use sleep in a trigger
Long answer: https://community.bistudio.com/wiki/Scheduler
roight
@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).
Is there a place to quickly find the names of objects?
classes? Eden Editor, or wiki
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.
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
wiki would be https://community.bistudio.com/wiki/Arma_3_Assets
Yeah, hard to sort through all the names on that wiki. I'll give the config viewer a go.
Thanks heaps! 🙂
if you know the artillery classname, Ctrl+F in
https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
you will find the line which lists compatible magazines as well 😉
Do you happen to know the classname for the Seara? 😛
is that a vanilla asset? (also, right-click on it > log > copy class)
I just found it in the config viewer 😛 Right click is a lot easier. Thanks for that handy to know.
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.
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?
if they are applied by script, try applying them globally in e.g init.sqf
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?
alright got it, turns of MCC is doing that.
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?
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
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?
I figured out how to make a random start location
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
@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.
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?
I guess the order in which you linked them to the trigger
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
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
@haughty dune https://community.bistudio.com/wiki/Arma_3_Moves
Acts_Jets*
thank you very much!
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)
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
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.
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
you could try creating invisible targets on the building and making the gunner shoot at that
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
what kind of target dd you use?
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 !!!
one way could be to forcibly change the weapon to the rockets and force fire them with appropriate commands
I already have tried that, but they shoot straight forward and not on the target
then possibly the command is not given to right gunner
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
thank you!
I was looking through this https://community.bistudio.com/wiki/Category:Command_Group:_Camera_Control and was like wtf
@plain gale thank you
Check this out, it's brand new
camSetTarget? camSetDir?
hmm
so
move3DENCamera [x+20, y+20]; //Or some find safe pos etc
_cam = get3DENCamera
_cam camSetTarget [x, y, 0];
@elder lion You can alway change the position and rotation attribute of the camera.
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
What is not working exactly?
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
Agreed, thanks
If I could do it by setting attributes, how can I list them and change them?
Error Type Number,Not a Number, expected Number
```I love this error message 😄
It's exactly as visible also 😄 Ie there's not even a space after the first comma 😄
can you check the variables _pos and _empty with systemChat or diag_log?
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
brb.
_empty set [2, 0];
should work
@fading goblet but I want to update the last parameter of _empty to 20 meters higher
aaaa
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]
thank you!
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.
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
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"?
It should.
thanks, using it
hmm apparently the cam update doesn't actually do anything
(even if I change the commit to a 1 haha)
thanks
["move",YOURPOSITION] call BIS_fnc_3DENCamera; should actually do what you want.
and hmm, apparently I'm getting objects that are definitely not "Houses" 😄
@plain gale are those options you used documented somewhere?
https://community.bistudio.com/wiki/BIS_fnc_3DENCamera has only "random" and "selected"
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
@cloud sparrow thanks!
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'
```cpp plz
sorry? dunno what that is
Instead of wrapping by `
Also, put cpp just after the first ``` so will look great
Uh, break line after cpp
shiny
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
Are you sure that you put it into description.ext etc etc...
ah
one sec
yes
i followed this guide and essentially followed it to the letter until i started adding more than one child
https://www.youtube.com/watch?v=28e4RUhkjPs
And how did you call it?
its just done all through the ORBAT Group module, right?
as seen in the guide
What did you put?
ill dm you a screenshot since this channel doesnt seem to accept pictures
ah
No need to DM me. There's no point to make it private
yeah but i actually cant copy pictures into this channel :p
So, it seems you need missionConfigFile >> "CfgORBAT" >> "1Plat" >> "1squad" >> "2squad" and missionConfigFile >> "CfgORBAT" >> "1Plat" >> "1squad" >> "2squad" >> "3squad"
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?
yep, to a certain limit of course
A'ighty thanks a lot, again 😅
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?
forEach
so I do like {enablesim + hideobj} forEach [group name1, group name2] ?
I recommend having a look at the wiki if you havent yet @alpine pecan https://community.bistudio.com/wiki/forEach
This is what I did
forEach doesn't take Code as right-hand argument 🙂
I am a bit confused on how to make it work
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
mh
so I would need to give a variable name to each unit , then group them into a variable
like, _units = [soldier1, soldier2] ?
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
Ok, I tried it
But only one unit of the group gets affected
magic
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?
what is it you are ultimately trying to achieve?
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
@distant abyss have you tried https://community.bistudio.com/wiki/disableCollisionWith
yeah but no luck with it, i got it sorted by attaching the ai to a game logic
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.
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
Maybe handleDamage EH does?
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?
If the answers in this discord didn't help than Google will provide you with a huge amount of good info
Yo I’m looking for how to attach vehicles, it used to be AttachTo in Arma 2 but not Arma 3
attachTo is still same command
some vehicles may be configured for the "vehicle in vehicle" mechanic
I see, and how would I do it without having to use a custom radio call,
on your own mission?
same as Arma 2
yeh
Mhm, but thing is I never learned how to just ya know, run the script on start
¯\_(ツ)_/¯
I don’t want to put it on a trigger for obvious reasons, but what’s an init?
Yo, can someone point me in the right direction for making a "Stockpile" of a certain item?
Yo, how would I go about animating a character in eden?
Put switchMove, playMove or such?


