#arma3_editor
1 messages ยท Page 41 of 1
When in the editor, how do i create a spawn for singleplayer and then use that to properly play it?
Define spawn you meant?
createVehicle or createUnit actually do โspawn objects,โ no?
So I have just put down some helicpters for me to test fly and i want to spawn and fly them
Set the unit as "player" in its properties
The first placed unit/crewed vehicle should be player anyway
Where abouts do I do that?
in its properties, double-click on the object
in its properties, double-click on the object
But where in the properties menu do I set it as "player"?
Attributes > Object: Control > Player
That doesn't seem to do anything different for me.
All I want to do, is spawn in as, say a marksman, into the world I have created
Isn't it just a place an unit job?
Right click on it and select play as this unit
that worked - thanks very much for the help
you can make the AI permanently playable using polpox's suggestion.
you can set up a group of AI, drag a box around them so they are all selected, right click and select attributes/object control - playable
makesure one is set as player
thenstart your mission
pressing the teamswitch key (T) allows you to swap bodies with all playable units
welcome to arma and have fun!
(teamswitch is Y since A3 iirc ^^ @onyx sun)
ah yeah sorry, i don't have almost any vanilla keys...
Yo how do I set up a mission like the vanilla pub Zeus ops on other maps
Define own military base -> #end_of_life_arma
Ah sorry
Yo how do I set up a mission like the vanilla pub Zeus ops on other maps
@dim kindle I assume you didn't work with the editor before? [If so, I am willing to teach you the basics and show you how to do what you want to do]
you just have to make a few characters, go attributes and disable ai. then put a zues module iirc
hey guys, how do i make this wall go horizontal, and adjust its height to turn it into a floor instead of a wall? is that possible by chance please? https://imgur.com/bNh6i6m
Rotate it doesn't help you?
yeah, but once you alter the height, it resets
Press 2 and adjust the height
you can also disable surface snapping (keys to the right of P iirc)
Hey does anyone knows if these CUP containers that says construction site actually doing something ?
class USMC_WarfareBContructionSite
hey guys, how do i make this wall go horizontal, and adjust its height to turn it into a floor instead of a wall? is that possible by chance please? https://imgur.com/bNh6i6m
Using walls as floors is a bad idea. They don't have a roadway LOD on the side and that can cause problems
Open the object in Object Builder and rotate it there. Fix the LOD too
This, though
@keen jolt @small patrol @prisma oyster hey thanks, but this improvised floor is for player use only ๐ probably should have mentioned that earlier to be fair
Even if is player
how do u mean?
Will cause a problem, not only for AI
For one, it can cause animation bugs and clipping
you may trigger fall animation as well
Yeah
Like the thing you'll experience when you try to breach into bunch of rocks
That's what I meant
@haughty dune
decorative object
ok guys, do you guys have any other suggestions?
trying to make an improvised 2nd floor for a shoothouse 2nd floor
Open the object in Object Builder and rotate it there. Fix the LOD too
how the hell do i do that lol
You can just make your own object
You won't be breaking any rules too
It's very easy to make a "floor" (it's essentially just a box)
ok, will create my own object and do it, your initial suggestion may have got me in trouble
question, how do i properly configure addons for a mission im making? for instance my team wants to have third person and no hud or crosshair for infantry while also having a hud for our pilots? is this possible at all?
Am I missing something: I don't see a way to call a whole group for enable/disableAI. All I can find is some form of having to list out every unit (for a trigger). Is there no call that simply uses, say, anything synchronized to the trigger?
I just want a trigger that enables all AI on blufor detection, and disables AI on blufor not present.
@pallid arrow forEach?
is there a way to get a premade base to place on a map or shooting range or villiage ?
Yes, there are mods which add compositions like that without adding dependencies to your mission. Let me check....
There are probably more mods like this, just browse the workshop
cheers
Speaking of workshop: are there any good recommendations for non-dependency creating Eden tools? Stuff that just helps the mission building process, but doesn't require the server or client to use a mod?
Yeah, I've been using that one. It says in the workshop description it doesn't create dependencies..
so i made a mission with 3DEN enchanced, and then accidentally opened and saved it without the mod loaded, so as far as I can tell, half of my code got deleted lol
i'd say: you have to start over again
Is there a simple way to create control sectors that display no HUD or map elements?
atleast I think it doesn't require serverside stuff
@sinful zenith It doesn't
so i made a mission with 3DEN enchanced, and then accidentally opened and saved it without the mod loaded, so as far as I can tell, half of my code got deleted lol
@empty oasis Yeah, that's an issue, but a bad design of Eden Editor
hey yall! been doing some map editing, first time user. I've messed around with the editor a bit so far but still got no idea what im really doing.
would any of you beautiful people be able to jump with me in a call and help me out with a few issues i got?
Don't ask to ask, just ask.
Also, you're doing mission edit, not map. The word map suggests the terrain like Altis, different thing than a mission
hey yall! been doing some map editing, first time user. I've messed around with the editor a bit so far but still got no idea what im really doing.
would any of you beautiful people be able to jump with me in a call and help me out with a few issues i got?
@exotic cosmos
I have the achievement for 100 hours in the editor and I still don't know wtf I'm doing. XD
How do I make a box on the map like this?
sorry I had to put it on imgur since it wont let me upload photos
sure thing, I was a bit impatient ^^
np
the "box" is an icon iirc, do you know how to put markers?
yes
take your time, do you remember if its called icon or
it's NATO - Independent
Which one?
unknown is a pure green square
for the little stuff on the top, it's the 2nd "installation"
is there a way to add snow onto vehicles?
By modifying texture, maybe
Depending on what mod or vehicle you are using it might come with a snow skin or there are retexture mods
If you donโt know how to change vehicle skins go to attributes and scroll to the bottom, some mods will have a list of skins there or right click on the vehicle and click on โedit vehicle appearanceโ and then select the skin, but like polpox said if you canโt find a skin for it and there is no retexture mod already you will have to retexture it
@prisma oyster @dim kindle Did you mean the Blue markers, or the un-shaded box, where the rest of the map is slightly shaded?
@dim kindle That's the cover map module.
Is there a way to change the turret rotation of a tank for example? To place it as a static object
You can disable simulation and make static object, but IDK about rotating the turret, perhaps look in the Attributes, see if in the X/Y/Z area and the roation degrees, the 6 degrees of motion, there is a second section for turret movement?
Nope there isn't that's the problem
hmmmm
You arent going to be using it in a zues mission are you?
All I can think is to load in, move the turret, dismount gunner, and then use the Ares/Zues Enhanced "Disable Simulation" module
But it would still be able to be crewed, just not move or anything
Hmm. Does an object running a "fly path" script not set off triggers while in motion? My exfil helicopter flies through the endmission trigger using the recorded path and does not set off the end game. Once I fly through it manually, it triggers.
is the trigger set to "player"?
Doesn't matter what its set to. Player, blufor, etc. Noone sets it off during a script flying things through the trigger.
hmm, not sure if the script doesn't attach the helicopter to an invisible entity, check the function
Maybe attached objects do not trigger indeed
Iโm having troubles with the squads on ACE3 Iโm trying to figure out, whats causing this, I also canโt hear the voices either. Iโm trying to figure out what ACE add on is causing this, Iโm also, having difficulties leading as well. Iโm not 100% sure.
nothing to do with #arma3_editor @small smelt? or do I get it wrong
can anyone help me im trying to get my AI to lay on the bed as a injured soldier in the eden editor. i have the right pose but every time i place him on the bed and i view it in game he has fallen threw the bed onto the floor
is there a way for having it so he stays on the bed
You need to use the attachto command most likely.
That'll strap him to the bed and you just have to set the XZY of the position you want him attached.
@wide crane
Thank you
Give the solider and bed a variable name. Use something like soldier1 attachto [bed1, [X, Y, Z]]; is my guess.
(in the init block of one of them)
I haven't actually used the command before, but thats a start.
I'm afraid you'll have to RMB -> Connect -> Sync to for the rest of your life
Syncing multiple units is possible, simply select multiple units/objects, right mouse click, and select what you want to do (syncing works too)
Is it possible to select multiple assets to drop in editor at once?
drop?
Sorry, place
Press F2 (composition)
Hmm that's not really what I am looking for, maybe I am explaining wrong
I would like to highlight multiple items at once in the assets / objects menu to place them in the VR world at the same time instead of having to do them 1 by 1
Then place while pressing Ctrl?
Doesn't work
Ah, I get what you mean. That's impossible by default
RIP, now when you say by default... haha
You could place one, copy it and use ctrl-V to place more?
I believe he wants to pick different object types, which is not possible (in vanilla, idk about mods)
I need help, an helicopter won't land whatever I do.
I placed an invisible helipad with a landing order on it, in a flat and empty area but the heli just won't land. It flies over the helipad then stays immobile in the air
did you set a waypoint?
yes
which waypoint?
mods?
For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint.
No mods that affects AI. The helicopter itself is a AS532UL Cougar (FFAA mod)
Landing gears are fine since the helicopter has damage disabled
then ๐คทโโ๏ธ
What's the difference between "sync to", "set waypoint activation" and "set trigger owner" ?
And does it matter which way they are used?
Hello, is there a way to disable collision damage of a vehicle to player on foot ?
I wish do to a mission where the player hides behind a tank moving slowly. But, by being too close the player takes a bit of damage
make him invincible? Otherwise he will go through the tank :D
Or deal with HandleDamage
Ok, last question
I can hide an APC or Tank turret with animate . But can I use this script to show the slatarmor on an armored ?
Someone use OCAP and can help me?
synchronizeObjectsRemove
https://community.bistudio.com/wiki/synchronizeObjectsRemove
@lilac flower โ
simply do a new sync, but sync it with nothing
Itโd be great if someone could teach me editor stuff so I can make my own missions for myself on Arma?
Eden Editor has a tutorial. Try it first
Iโll see how that goes
???
Have you activated respawn in multiplayer menu?
And single player menu I think
Is it possible to make a convoy all going to one place even though there in all different units
@dim kindle Short answer: not really. There have been various elaborate scripts made to solve that problem. I use Deva's Convoy. Works well, as long as convoy stays on roads and doesn't encounter enemies before meeting players.
@dim kindle Short answer: not really. There have been various elaborate scripts made to solve that problem. I use Deva's Convoy. Works well, as long as convoy stays on roads and doesn't encounter enemies before meeting players.
@primal wave thank you Iโll check it out
Someone have a working pack of OCAP?
Hello, I have a problem: I created a map a few years ago that is published on the workshop. However I changed my computer so I don't have the files anymore.
I would like to modify my map. How can I do that ?
map or a mission?
I guess it was a map: I put virtual arsenal, vehicle spawners, etc
Data type: Scenario according to the workshop
So it's a mission actually.
If you have binarized it when exported from the eden editor (most likely), there is no way for you to edit this mission anymore
Someone told me to use a PBO extractor or something like that, it won't work ?
If binarized, no. Which it is very likely. This option is default when saving/exporting in eden
So it's lost forever ?
Pretty much
I suppose it's impossible to create the map again and to publish it on the same workshop page ?
This should be possible tho. Just make sure you keep an unbinarized backup this time ๐
How to do that ? ๐
you recreate the mission from 0
Yeah but how to publish it on the same workshop page as my previous mission ?
I haven't done this in a long time...
iirc if you are logged in to your steam and open the publisher, you should get a list of your published items. You should be able to "update" your old mission with the new file
You're right thanks. ๐
@vapid fractal give me the url, I will see what I can do
@prisma oyster Did you find a way to get it ? ๐
I will try in a few!
medical module? all you have to do is make changes in CBA Settings to have your settings
Whenever I walk up to someone injured I canโt do anything nor can I open the medical menu
I have all the equipment I need
are you using ACE Interaction to open the menu?
Iโm using addon options
if you press H, does the medical menu open?
I did control and the windows button and that worked
I have set 2 respawn points on my map but when I die I can't select any spawn point. Could you help me with that ?
Make sure that you have respawns enabled in the 'Multiplayer' Attributes @vapid fractal
you need the respawn interface indeed to be able to select it
I fixed that thanks ! ๐
At the right of my second spawnpoint there is an orange square with ! inside
How can I link my respawn point to my vehicle ?
Nevermind I found. ๐
Hello, where is Main Chat channel?
you were there: #general_chat_arma
oof 3 times looking around
I deleted my workshop by doing a mistake, I suppose it is impossible to restore it ?
I guess not, indeed
How to modify the loading screen picture ?
I've put the link of the picture correctly but it doesn't work.
Arma caches pictures, so you may not see an immediate change
(try restarting)
but yeah either change the name, or be trustful in Arma and only replace the image
So it's a mission actually.
If you have binarized it when exported from the eden editor (most likely), there is no way for you to edit this mission anymore
@last aurora In order to de-binarize an SQM mission file, you can simply drag n drop said file onto the EXEcutable for cfgConvert, which is an Arma 3 tool (dloadable through steam), and itll auto de-binarize the SQM.
To put a picture for the loading screen, I have to put a link ?
no, you have to define it in description.ext: cpp overviewPicture = "myPicture.paa";
In Documents/Arma 3 ?
In my mission directory I only have "missions" with binary numbers inside
no, that's your mission file, mission.sqm ^^
next to it, place your paa picture (ratio 2^x, 2^y)
1024ร512 recommended
then in Eden, Mission parameters, overview picture "filename.paa"
ok
@vapid fractal
first of all, activate visible file extensions in your explorer. then go to you settings in eden editor and deactivate binarization when saving
"Picture not found"
is the paa in the same folder as your mission.sqm?
it must be
YOUR_MISSION_NAME\mission.sqm
YOUR_MISSION_NAME\your_image.paa
if you have a dedicated folder for images:
YOUR_MISSION_NAME\img\your_image.paa
your code must be
overviewPicture = "img\myPicture.paa";
I need to create a description.ext file ?
not mandatory as you can set it in Eden, but as old school as AudioCustoms can be ๐
it's way easier to modify description.ext, rather than always having to have the mission open in the editor IMO
I never said I didn't agree ๐ see the love I gave to the Description.ext page on the biki ^^
buuut you may prefer the old version?
https://community.bistudio.com/wiki?title=Description.ext&oldid=106084 ๐
(which I killed by deleting a now useless template ๐)
see the love I gave to the Description.ext page on the biki
oh, you mean the thing that looks like somebody pasted a pic to a word document?
just kidding ๐
i like how it is sorted now
too late, you are now banned from using the wiki
๐งโโ๏ธ
j/k too, if something seems off or wrong #community_wiki is open of course ^^
I still need help
I created the description.ext, I have put the picture.paa, etc
But it doesn't work
Doesn't work at what context?
The picture is not displayed and there is an error
Show us your error
picture was not found
Then picture path is wrong
I fixed that. ๐
@vapid fractal
Please post your description.ext to pastebin.com and a Screenshot of your mission folder to imgur
๐
- Can every plane land on the aircraft ?
- How to do a menu where players can switch between day and night ?
skipTime
Yeah but do I need to create a code, where must I put the code, etc ?
- Can every plane land on the aircraft ?
on the aircraft carrier I assume ^^
not all of them, jets with cable hook only
I'm sure they all can, although I doubt most of them will be stay on ๐
hh
does anyone know how to force the establishing shot on a player or the enitre server?
@prisma oyster globally
how do you execute it?
ya
no I am asking: "how do you execute it?"
idk
ah, so you don't want to force it, you want to do it
you can simply use the script in init.sqf then
kk
is there anyway to spawn these long bridges on Tanoa into editor?
or have a marker or system function to spawn those?
I have a big problem
Arma teleports in the water at the border of the map wtf
I have set spawn points, etc it works very well in the Eden Editor
if you use setpos (or one of the other same type) commands wrong it defaults to 0,0,0 coordinates and that is the corner of the terrain
I didn't use setpos
is there a way i can have a magazine lying around, singular, but not have it filled with bullets? say 10/30 or something like that
I have a feeling Arma did not support that. but might be I remember wrong
hej People hope anything is good for all you!
i have a little problem, i'm editing a mission for my Unit,(so it's an MP Mission) and after many Hours editing, i tried now to make another test and performance test, but i'm unable to play it cause it make me spawn as spectator? i canno't change it and don't know how to fix it ๐ฆ anybody who knows how i could fix it? or could help me to fix it?
Regards!
hej People hope anything is good for all you!
i have a little problem, i'm editing a mission for my Unit,(so it's an MP Mission) and after many Hours editing, i tried now to make another test and performance test, but i'm unable to play it cause it make me spawn as spectator? i canno't change it and don't know how to fix it ๐ฆ anybody who knows how i could fix it? or could help me to fix it?
Regards!
@raven ferry make one of the players โplayerโ instead of playable?
Launch in multiplayer from editor to try slot into a slot
@raven ferry make one of the players โplayerโ instead of playable?
@hallow depot y tried it but it's not working, and the worst think is that i made some "cheat" to get to Zeus in-game having Spectator, and i if i close the Zeus, it brings me back to the character but i can't move, i can reload, use the ace menu, and all the stuff, but not move....
Now by opening the Zues, the camera just opened in a corner from the map and i saw some VR points in many colours...
i don't really know what's happened and i'm really loosing my mind trying to find it out ๐ฆ
Launch in multiplayer from editor to try slot into a slot
@hallow depot i tried this as well... and it's not working ๐ฆ it's the same again and again
Do you get any errors in you log files? Because it sounds like either badly made mission, or a broken script which messes everything up
Do you get any errors in you log files? Because it sounds like either badly made mission, or a broken script which messes everything up
@fading goblet no, it gave my 0 error, i was trying and changing and trying, and after many changes i finally find it out, it was something with the ACE Rallypoint System, but i don't really know what exactly made the game breake.
Thanks in any case! ๐
@dim kindle Here ya go: https://steamcommunity.com/sharedfiles/filedetails/?id=1199850502
I need help with eden enhanced
Does anyone know if i could add more animations to the menu?
Hey guys, so i have a mod and it has factions in editor but not in zeus. Is there any way to change that?
is this a zeus mission you've made or? @dim kindle
no, any zeus mission
i tried to make one
with all addons
it showed all the factions
but that one
Ah, then the mods units might not be configured for zeus
well someone told me to do this:
class cfgPatches
{
class NAME_OF_YOUR_MOD_HERE
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
requiredVersion = 0.1;
};
but im too stupid to understand ๐ฆ
#arma3_config is the best place to ask
ok
im trying to display players names at the start of a mission (like apex protocol) anyone know the syntax for that?
[ "Altis//Greece", format ["Year %1", date select 0], mapGridPosition player] spawn BIS_fnc_infoText;
Get rid of " before format
ah right, I saw that after and forgot to edit the message
any idea how to get player names to appear there aswell?
@rotund sorrel name player ?
Hello there, I have a question:
Is there a way to duplicate an official mission and apply modifications on it ?
map = terrain
I meant a mission, more precisely a multiplayer mission
Its definetly possible, not sure what the license says about it though
There is no intend to upload it
yet still not a private use since multiplayer
If you mean modifications as in mods, then yes just run the mission with mods enabled. If you are talking about actually modifying the mission, youll probably have to get a modifiable version from the creator
Im inexperienced with arma code, and I'm trying to add music that fades in, plays, fades out, and loops on a trigger. For ambience. The code I used in the editor worked in single/multiplayer, but when I got my mission on a dedicated server, the music didn't play.
my_music_handle = [] spawn
{
while {true} do
{ 10 fadeMusic 12;
playMusic "music1";
sleep 970;
10 fadeMusic 0; sleep 5; }
};
this code is placed in the on act part of trigger
(try formatting your code with
```sqf
/* your code */
```
thanks ๐)
@prisma trench regarding the code, does the trigger happen to be server-side only?
Im not sure, I just placed the trigger in the editor, put the code in (along with the cfgmusic stuff in the description.ext) and set blufor to trigger it
idk what server side means sorry ๐ฆ
it's ok, no worries
in the trigger's properties, there is a checkbox stating "server-side only" or something. if it is ticked, untick it ๐
it was unticked
now that's weird that it works in MP and not MPdedi
is there another way to add music and loop it?
anyone having issues using local mods in arma 3? Its worked fine for me until today when it just doesnt appear in game. Its a custom mod and nothing in the files have been changed
my local/custom mods work perfectly fine, so it sounds more like an issue in that mod which isn't compatible with 2.00
This has probably been answered before, but is there a way to spawn in (as a player, not a host) with a loadout created by the player, on a multiplayer scenario not hosted by me? Specifically for an RP group, if that helps any.
like designing a loadout and using it on another server
So
I gave a unit a animation that doesnโt move the characters position
So he walks in place
Is there a way to fix that?
Like manually move the unit
If you're using Artwork Supporter, don't
Wat
What is wat
No I mean why not?
Because shouldn't
Ok?
I mean In normal animation viewer there is animations like this that donโt move
Like what?
Again, it's time not to use AS. It's pretty normal not to move since it's attached
Bunch of switchMove playMove playMoveNow or some commands are required
no way to make different sides have different respawn times?
i just put respawn modules on the place i want to then i cahnge them to blufor/opfor
do this works
anyone know how do i make units respawn on their starting position
@fallen pagoda Other than setting a respawn module or marker on their starting position, I don't think there's a straightforward solution.
Other question:
How would I set a waypoint for a UAV in the Eden Editor?
doesn't a normal waypoint work?
No :(. Shift+Clicking has no effect. And going into the "waypoint" tab and clicking also has no effect. These things work for regular units.
I understand that UAVs are controlled via the terminal. Perhaps someone has a script workaround.
thanks
huuuhโฆ? @dim kindle
Very much HUH! I cannot replicate this.
mods, mods everywhere
it works well in vanilla then. ๐
No mods. Not even CBA. I make missions for public play.
Hmmmmmmmmmmm
Stoopid question: exactly what buttons did you push to set this waypoint?
Is there any other kind?
well, filled UAV
if when you select it, it is yellow-coloured, then you placed an empty UAV - no AI inside
How many units can the darter carry? :S Sorry I am confused with the words.
note the difference
You can put a unit INSIDE UAVs? * mind blown *
UAVs are just controlled by men, but hidden
no, I mean, an AI unit is by default inside (and the only kind you can put into)
if you placed it empty (uncheck the "place empty" checkbox), then no AI is in there
Yes you are right. Fixes my problem.
of course I am :p
pwease?
I don't think this is allowed. Lemme delete
doesn't matter, had cookie
how do we get compositions made in the workshop into eden editor?
this doesnt seem to wanna show up
just subscribe, that should be it
well since arma 2.0 it actually changed how compositions were shared on the workshop
so all past ones dont work anymore
@sinful zenith
what i had to do was copy it from my workshop downloads folder to the compositions folder in documents
but when i spawn it it spawns under the ocean
Ok pre 2.0 I used to be able to place a helper sphere, add an ace interaction to it then delete the texture path and the sphere would be invisible.
Now they stay yellow spheres, it there any way to fix this? I tried unticking "show model" but then the ace interactions don't work
Set texture "" is disabled, for now. Will be fixed later
Always great when something that's worked since day 1 gets "fixed" in a patch 7 years later ๐
I assume that would be why when I go into the mission my flag doesn't show either
when i spawn static ships composition in editor all da components drop to da sea floor
surely this must be an error with the latest update!
or you don't apply them with the "don't follow terrain" stuff?
Is the bleed tickets module still bugged. I'm trying to make a simple sector control mission, and it's been just frustrating
Scratch that I think I got it to work
Honestly Arma makes me question reality, you can do the same thing, not change anything and get three different results every time you try
I have a big problem: I have set my spawnpoints, and it works very well in solo. However, in multiplayer I spawn in water at the border of the map wtf
I spawn in the left bottom corner
a.k.a [0,0,0]
most likely a setting you forgot
Custom respawn is enabled
in MP settings; make sure you enabled "respawning at custom location" (dropdown) and enable at least "Respawn Position"
It is enabled yep
and set the respawn timers to 3 seconds or higher (seems to be bugged when lower)
for some reason the script to show the respawn button runs before getting all the required data, so it's possible to respawn before actually knowing where
Do you know how to remove the orange square with "!" inside at the right of a spawnpoint ?
so all past ones dont work anymore
@quasi grove
Past composition mods were mods, they worked completely differently and work just like they did before.
so i just made a ship composition in the editor and saved it
but when i spawn it in all the objects are under the water
elevation is wrong
yup, disable "follow terrain" first ๐
how can i do that?
this second icon, click it
So, I've got the basic idea for a mission done, now I need to add the mission steps. [Seize the Base] etc. I went and looked at all the different things you can do and there's a LOT. are there any videos explaining what each one of those do?
Which things exactly are you talking about? Modules?
yeah
I don't think so; unfortunately modules (and their proper use) are notoriously poorly documented.
There's a short list that describes some of them here https://community.bistudio.com/wiki/Modules#Arma_3 and you can sometimes find YouTube tutorials on some, but that's about it as far as I know.
Quite unfortunate seeing how most modules are meant to make interaction with certain game systems easier, but it is what it is.
this is probably not the right channel to ask (sorry), but I can not work how to use support modules, despite looking through every YouTube video online.
Support Modules
I have linked a rifleman -> support requester module -> support provider module -> helicopter (support provider). But the radio command doesn't appear in the menu. Is there another setting I need to do or something?
(Please @ me on response)
Hey Hey people. I have a strange issue with a gate on my mission file
so I have it locked so no one can use it until a trigger is active and when I test ran this mission the gate wasn't lock for anyone.
Yet. when I test it on my box the gate is locked.
this is the right place to ask yes?
"on your box"?
Yes. so when I hit play I run as MP mission. that is my box
I don't get this expression, but OK ^^
well sounds like a locality issue
I was thinking of putting something in the onPlayerRespawn.sqf that should lock the gate on their end yeah?
yyyyyyeeeaaaaaah buuutโฆ no
I mean, it could work, but that's not the place to put it
is your trigger server-side only?
yep
if you want a certain condition to unlock something gameplay-wise, โ server-side check
otherwise you open the Pandora's box ^^
@prisma oyster do you know how the support modules work?
I have linked a rifleman -> support requester module -> support provider module -> helicopter (support provider). But the radio command doesn't appear in the menu. Is there another setting I need to do or something?
@hazy lava I saw your question, don't worry
I didn't answer because I don't know
Can I post a reddit link so I don't have to repeat myself here?
as long as you provide a description with your link
and accept that many people may not want to click a link to read about what you might want
Okie thanks!
I've been trying to make an AI unit dance on Eden but i just cant seem to do it.
Ive tried these lines so far;
[this,"Acts_Dance_1"] call BIS_fnc_ambientAnim;
Im not sure if the Acts_Dance_1 is even in the animations list...
Im just super lost on what to do now, Any help would be appreciated.
Just getting the right line of code is all I need because I've tried everything at this point
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim has a list of valid animations for that function
you're most likely want to use playMove
this playMove "TestDance";
``` moves: https://community.bistudio.com/wiki/Arma_3_Moves
I'll give that a try, thanks mate :))
@hazy lava I'm far away from the nearest copy of Arma, but I'm pretty sure that only certain aircraft work with the CAS module. Have you tried a virtual support provider module instead of the real helicopter?
My friend helped me out - I have just synced one module wrong
but thanks for trying anyway
Is there a way to loop an animation so the AI is doing it constantly?
im trying to loop the dance animation on an AI
use the animDone EH yes
Remove first and last "
i was paraphrasing the init line
hahahh
the full line it
is
this playMove "TestDance";
this playDance "DoDaBoogie";
Does anyone have any tips how to easily align power lines with poles/towers?
I'm trying to string power lines on a map, and it is tedious - near impossible...
Update: doing some research, and I'm seeing it might rely on Terrain Processor / .tpp files.
If there's not a method to do this manually, is there a way to use TP on an existing map/mission and leaving the items as objects? Everything I'm seeing is about using it on new maps and having the items baked in. I'm hoping to have a bunch of power poles and lines that can be manipulated by zeus.
@boreal oar #arma3_terrain ๐
oh youre not making a terrain
you want them in mission
Yeah. Weird I know
yeah you are entering a world of hurt
Ha!
It's for infrastructure progress on a mp server
in FO4. this is wrong game for such luxuries
also missions are not really meant for that kind of terrain making scale placement
Yeah, that FO4 comment was /s
I'm having OK luck w the small power poles that have power lines attached... Guess I'm not doing any long rows of high tension lines any time soon...
Hiya, everyone.
I have a problem to which I have found two incomplete solutions. Does anyone have advice on how to fix it?
The problem:
I like missions using the ACE mod. I also like the ACE mod. However, I very dislike the ACE medical system. How to play ACE missions without the medical system?
Incomplete Solution 1: disabling the medical system within ACE. Although the addon options allow you to turn off "limping" and other details, there's no option to revert to the vanilla medical system. Many forums and the ACE site state that you can delete relevant PBO's by hand, but I work with a large casual player base, so making everyone edit their Steam Workshop folders before playing is not practical.
Question 1: is there any way to manually completely disable the medical system, serverside, within the mod?
Incomplete Solution 2: using an altered ACE mod. There's at least a dozen ACE mods with the medical system removed. These are also of the same version. Using this would fix my problem. However, with this mod loaded, missions made with ACE will not load.
Question 2: is there a way to disable the checking of mods for a server AND the mission file?
Answer 1: No, it's not possible to go all the way back to vanilla medical when ACE is loaded. Having a custom ACE version without the medical pbo's is the only working method.
Answer 2: Servers don't care which mods you have loaded, as long as they are valid and accepted. Within mission files; no, unless it's scripted.
However if a mission requires a mod (eg. because it adds ACE Bandages to the loadouts), than you need to modify the mod, otherwise it can prevent the server from even starting.
@fading goblet Thank you for the answers!
Answer 1 was obvious, but I am still hoping the developers include such an option in the future ! :)
Answer 2: What kind of script permits this? Do you know an example? I am making a mission with ACE, so I'd love to learn a method.
Answer 1 was obvious, but I am still hoping the developers include such an option in the future !
was planned for Medical Rewrite but it didn't make it.
And it seems there's not enough interest from external contributors as no one made a PR for that... 
Evening/Morning!
Are you related to the developers? I feel lucky.
What do you need to become an external contributor? Can I donate to a Paypal for this? ๐
Yes I'm a part of the team. By external contributor I mean anyone not part of the team, you can just take the code and implement the feature yourself.
We do not accept donations.
We do not accept donations.
@cloud sparrow I can respect that, but I am curious why not. Do you mind if I ask?
Yes. I won't comment on that.
ACE is done by various people in their free time as a hobby, for free. Won't say anything more.
Ha. Fair enough. I assume there's a paragraph on the website that explains.
Yes, that explains enough. If I am permitted to theorize: keeping it Open Source means no one has ownership over the development, and it remains transparent.
if you really want to donate something, use this link
https://www.icrc.org/en/donate
๐
@last aurora Hehe! Good one. Used to work for the French Hospital in Ha Noi. Public health is certainly an important cause right now. But perhaps "donate" means "uncertain hobby purchase" in this case ๐
@cloud sparrow Is there a dedicated ACE Discord channel where I could swap notes with people on this?
Public of course
Or does this all happen on the Git?
#channel_invites_list
it's slack iirc
Thank you
Not sure if there's anything to discuss there.
Somebody has to implement the feature. How it should work is explained in quite detailed manner in the issue.
Absolutely. But my programming experience so far has been limited. So I'd appreciate it if someone would bounce ideas with me
such as: if I simply created a checkbox ( " Select this to disable ACE medical entirely " ) in the addon options that removed all references to the medical pbo's, in effect imitating the deletion of pbo's, would that produce bugs with medical objects, for example? Seems likely. But for this and many follow-up questions it's nice to ask before spending time trying it out! ๐
Pardon me; this question was literally asked and answered in your link. Thanks and good night!
i'm having a major issue with my eden:
when i place units in eden, and then go to zeus, none of the units/placeables show up as interactable.
they're present, units can interact with it, zeus-placed objects/units can interact with the eden-placed objects and units, but the zeus interface won't recognize them. any way to fix that?
btw i'm not using any mods
@dim kindle the issue is not with Eden:
https://community.bistudio.com/wiki/addCuratorEditableObjects
@lament jewel So you want to create the trigger when a helicopter dies, and then complete it when an AA dies, right?
yes
also as a side question i put "destroy" waypoint for fighter on a tank but idk how do i link it to the tank so it targets it
and google pretty much gives some really old answeres i have no idea of
Where do i learn all trigger and does arma 3 teiggers work same to the old one like arma cwa?
@lament jewel Oki you'll need 2 triggers, one create task module and one set task module
You need to sync 1 trigger to the create task modul and 1 trigger to the set task module and then the set task module to the create task module
If you want I'll let you figure out the rest so you learn how it works ๐
or help you do the rest rather
can you just help me all the way my brain hurts enough already to try figure stuff out <,<

I'd recommend atleast figuring out the trigger conditions yourself
I will tell you though that you need to assign a variable name to the helicopter and aa
.-.
and then have a look at the syntax of alive https://community.bistudio.com/wiki/alive
alright so i write something Ondeactivation box
but idk about from there
if i put !CreateTask in the box "ondeactivation" do i put afterwards ,(name of existing task) or something
man my brain hurts too much already ive been stuck for 3 hours
You dont need CreateTask in the trigger since you have the module for that
you only need the variable name of the object and the command mentioned above and you need to combine those and put it in the condition box
You need to sync 1 trigger to the create task modul and 1 trigger to the set task module and then the set task module to the create task module
condition = not alive theUnit
on activation = <what you want it to do>
on deactivation = <what happens when the condition has been true then turns false>
!alive creates the task<,<? and the second trigger has that same command but on deactivation it sets the task state?
but idk command for the task state thingy
not alive theUnit activates the module linked to the trigger
no.
! means not
and not means not
so it's actually not not alive
also you forgot the unit variable
ohh i got it
and now the last question
i want fighter to destroy tank with waypoint destroy
but the fighter targets friendlies instead of the destroy location
change the plane's side?
an AI only shoots at its enemies
weird maybe its just bad at bombing?
make sure the plane comes from far away so it has time to adjust
Where do i learn all trigger and does arma 3 triggers work same to the old one like arma cwa?
Pls
they work more or less the same yes
there is a wiki
look up "arma 3 triggers"
it should bring you where needed
Thx
Hey there, I've got a problem with the "AI Sector Tactics Module". BLUFOR AI moves just fine. But INDEPENDENT spawns and then just stands around at the spawn. I copied the Modules from BLUFOR but INDEPENDENT just refuses to move, even though I changed the faction and side to IND. Any ideas how to fix it?
Did you put the waypoints for the respawned Independent ?
The Sector Tactics Module should do that, doesn't it?
Alright problem solved by myself, thanks anyway
Ok
Is it possible to place units dead in Eden or rotate the gun of a turreted vehicle into a different direction than the hull?
Dead units: place a unit with this setDamage 1 in the init field.
Rotating turret; you can use lookAt at the AI in the gunner slot, but that's it afaik
Thank you very much
accept arma 3 gif or ogv video as texture ? (On object like laptop..)
Hey, I'm new to the editor, I'm trying to place a sniper atop a building, but when players approach him he just walks off, falls and breaks his legs. How can I make him not do that without turning off his pathing?
Hi, im looking to randomly during mission spawn some jets and do a fly by and then despawn on different parts of the map, someone knows how to do it?
Hey, I'm new to the editor, I'm trying to place a sniper atop a building, but when players approach him he just walks off, falls and breaks his legs. How can I make him not do that without turning off his pathing?
Make sure you put on init this stop true
Or this set unit pos "up"
@high stream
I set him with doStop this; already so he only starts doing stuff when players get near enough
Or idk whats called
ok it seems to have worked
issue was I didn't put this before the command
so it was returning an error
@subtle talon https://community.bistudio.com/wiki/BIS_fnc_ambientPlanes this?
I'll try thanks
Hey, how can I make a civilian NPC have a random chance of being hostile to the players?
you could set to independent yes
independent ^^
okie ty
Another question: if I want one thing like an NPC to spawn in one of multiple specific locations, but only one of those locations, how could I do that?
and how can I define those positions without using coordinates?
you could use markers
getMarkerPos selectRandom ["marker1", "marker2"];
ty
w/ description please
no, I mean, #rules state to post a link xith a description (just so it's not a spam link)
See? Bad MOD.
@hollow gorge
script issue with ASR Ai.
nothing you can do about it.
show script errors is activated in editor mode and can not be deactivated
Well, thanks for enlighting me, even if I don't know what that is.
but still, what Lou said is a must around here
My bad
the mod is indeed called ASR Ai
(little i?)
(little low, anyway the wind blowsโฆ)
(doesn't really matter...... TO MEEEEEE) ๐ถ
aaand because you uppercased it I now have the Muppets version in mind, thank you ๐คฃ
dude, you really need to get your stuff straight first before you do experiments....
...Probably a โmodpackโ?
very likely
Vanilla gameplay.
play the game without any mods first, then enhance it yes ๐
My campaign progress has been overwritten
step... by... step...
Happened to me as well once. I believe there is a way to unlock all missions so you can start with the last mission where you saved. Maybe someone can put the link here.
Shift and Numpad Minus then type CAMPAIGN, this should unlock all campaign missions (on the campaign screen)
Thanks, mate
once you end a mission, your save will keep you there ๐
Not beginner-friendly
it is. but tbh, after 20h your are not even at beginner level.
read up #info_help_tips , especially the getting started guide
How do I make AI aircraft take off?
give it a waypoint
btw is there a way to start a scenario with an already flying AI aircraft/heli
like they did in some showcase missions and campaigns
Ain't it that you just have to put the vehicle in the air? I don't know if you meant that but i just said
yep, place it in the air ^ @misty hinge
I remember doing it once but I'm unsure either ways imma try that again
Do you remember a name of a module/marker that makes selected area normal and turns everything out of the border in black tint? It's AO size or smth, I just forgot the name.
yep - search bar, "map" โ first result
Yes sir, just found, indeed Cover Map. Thank you!
How do I make a trigger for killing multiple specific enemies? I tried doing !alive enemy1, enemy2, enemy3;
but it didn't work
try a trigger with: (enemy1 setDamage 1) && (enemy2 setDamage 1) && (enemy3 setDamage 1);
https://community.bistudio.com/wiki/setDamage (Link to setDamage which instant kills)
_soldier1 setDamage 1; -> Example of it.
the (enemy1 setDamage1) && (enemy2 setDamage 1); means it should do both
sorry, I misspoke, I meant a trigger that checks if they died
Try (!alive enemy1) && (!alive enemy2) && (!alive enemy3);
It will check if they are all dead.
If enemy 1 is dead, enemy 2 is dead, and enemy 3 is dead, then it's true.
If Enemy 1 is dead, but enemy 2 & 3 are alive, it should be false
ok, ty
[enemy1, enemy2, enemy3] findIf { alive _x } == -1
``` too ๐
Let's say I'm going to download the popular song, convert it into .ogg and insert in my mission. Later on this mission would be played by large amount of people. Consequences? Ps ofc its going to be on steam workshop
content DMCA'd, you potentially prevented from posting anything on Steam, or worse
#ip_rights_violations can be useful to you @zinc carbon - if you don't own it, if you don't have permission from the rights owner, don't upload it
depending the song and the label behind it, you are facing charges between โฌ25.000 and โฌ500.000
ยฏ_(ใ)_/ยฏ
even when you want to do it legally it will cost you several hundreds of euros/dollars/etc. up to thousands, depending on the song/label and type/length/use
What effect on FPS will a significant amount of the edit terrain modules knocking about 100 trees over have on a Player?
"some"
I'm trying to have an AI get in a vehicle through the Get In waypoint, but they just don't, they instead just seem to ignore that waypoint and move to the next
Anyone know how to make the intel script run globally instead of only the client getting the intel instead of the server
[enemy1, enemy2, enemy3] findIf { alive _x } == -1
``` too ๐
Lou Montana
Does this work for group names also? I.e variable name on an entire group of guys
a group cannot be alive or dead, so you have to adjust the code @hardy solstice
[group1, group2, group3] findIf { units _x findIf { alive _x } != -1 } == -1
```a bit trickier, but it works
ahhh thank you!
is there condition type that triggers if player is not in the vehicle
vehicle player == player
```or```sqf
isNull objectParent player
basically i want helicopter to land and leave once players disembark
or```sqf
!(player in theSpecificVehicle)
yes, with the !
! means not
no, you will need the parentheses
or do i have to write the vehicle name
!player will throw an error (can't not an object)
if you write it this way, it will interpret as (not player) (in playerheli) so boolean in vehicleโฆ no workies
it is called rule of precedence, explained here:
https://community.bistudio.com/wiki/Operators#Rules_of_Precedence
will tell you where to put () and where not to!
e.g```sqf
sleep 5 + random 5; // wrong
sleep (5 + random 5); // right
my brain
sry for the trouble im pretty new to the editor
and google doesnt always give me the answers i need
Sometimes even vets fell into this trap, so no worries
https://gyazo.com/f4c7e36f931c4d4d206da79e2cc055d6 so for some reason this doesnt work
the heli leaves to get out point immedately
it's a waypoint that will validate if the player is not in the helicopter yes
sooo you actually didn't need the ! ^^
the condition is "player in heli" = "departure"
unless I misread your waypoint placement
wait no
so first i have waypoint land
where player is supposed to get out and then theres waypoint get out far away basically just to get rid of heli in the field
Ah yes, your condition is on the wrong waypoint then
a waypoint will be reached, then conditions will be checked to pass to the next one
ah alright so i just set that to the landing one
that worked
last thing how do i set the squad leader <,<
actually nvm ill just google
alright encountered another problem .-. apparently opfor and bluefor have completely different helis i want heli from opfor to be in use for bluefor do i like delete the crew from the heli and replace it with bluefor or what
delete the heli and re add it
But you add the heli from opfor menu
yeahโฆ?
what are you trying to do
I want the heli to work as npc working for the players side
But that specific model doesnt exist in bluefors side
oh, then yeah, place it from the opfor, then replace pilots by blufor ones
Ah even it says opfor in the groups it should work for blue with the blue pilots?
if you delete the pilots, only an empty vehicle remains
you can also place empty vehicles by holding Alt
ah gotcha
@lament jewel - there's also a "place vehicle with crew" checkmark at the bottom of the assets list when you're picking what you're placing
if you have to place several vehicles in a row you could uncheck it
When I put this into a unitโs init field, it does not work. It simply says invalid number. (I am trying to give a unit more health/have it receive less damage)
this addEventHandler ["HandleDamage",
{
params ["", "", "_initialDamage"];
private _reducedDamage = _initialDamage / 10;
_reducedDamage //-- Return the reduced damage value
}];
remove the comment, it should work
also, you can just return _initialDamage / 10 without needing the intermediate variable @tight owl
so apparently in multiplayer the spawn in the heli doesnt work
it forces us to the custom spawn
how do i make us spawn first time in the helicopter
Alright I tried that @prisma oyster they still die in one shot
I removed the comment anyways
I'm trying to make a mission and running into some hiccups with the AI's behavior. I have a couple squads with sentry waypoints tied to a any player detected by OPFOR trigger that's supposed to then get them to enter vehicles and drive off to a series of move waypoints, but when a player moves to the area and becomes detected by them, they ignore their waypoints and try to fight. Is there any way to override the "go directly into combat" impulse and force them to get in on trigger activation?
I tried setting their behavior to "safe" and "forced hold fire" but all it did was stop them from shooting temporarily while they all dropped prone and stared at the player, and even then it didn't stop some of them from engaging after a minute or so
the whole idea is that they're a group of bandits hiding in a mountain area and are ready to bolt as soon as they catch even the faintest whiff of something suspicious, which is why I want them to skip shooting entirely and get into their vehicles and drive off
set their behaviour to "CARELESS" (by scripting though)
not via attributes?
it is a behaviour, not an attribute - and waypoints/group states only list all the others but this one
no I meant like, you have to do it via scripting, not by going into the "Attributes menu" when you right-click in eden?
ah, alright
is the scripting that governs that something I could stick in like a scripting waypoint or would I have to set up something in a text file in the mission folder
it's that simple?
alright, thanks a bunch!
how does the trigger work with deleting objects
?
nvm that was just me not exploring enough
but i has new problem i set waypoint activated trigger. when you kill enemy squad that makes allied helicopter come towards pad but for some reason it wont land
it just hovers over it
and there is designated helipad
How do i apply a custom face to a unit? Excuse my non existing sqf knowledge, but i heard its something with setFace (just need to apply them for some pictures)
yes, setFace
see https://community.bistudio.com/wiki/setFace @gritty pike
as for the custom face, you can only load one (the user profile one)
So if I for example put soldier1 setFace "WhiteHead_02" into the init it's only gonna work for 1 unit? (which means if i wanna have 3 units with 3 different faces it's not gonna work?)
you mentioned "custom face"
otherwise you can use as many faces you want
you can also set identity in Eden, through the properties
Thanks alot!
Hello, Iยดm looking to set a specific speed for some IA Helicopters, someone knows if it can be done?
Thanks ๐
yes, forceSpeed / limitSpeed @subtle talon ๐
i setup startup "scenery" where i set 1 fighters destroy target on another fighter after that it should land but then it proceeds to engage other enemies in area
is there way to force skip that specific waypoint after the enemy fighter is done
set its behaviour to "CARELESS" and combatMode to "BLUE"
i did but it basically dosnt see the waypoint being complete
oh wait i should try setting condition on taht waypoint that when the enemy fighter dies specificly
@prisma oyster So when I tried your script to give the units health, they still die in one hit
how did you try it?
this addEventHandler ["HandleDamage",
{
private _initialDamage = _this#2;
private _reducedDamage = _initialDamage / 10;
_reducedDamage
}];
Like so, but hmm
it does not do what you think it does
_initialDamage is the "next damage level to be applied on this selection", not the amount of damage to be added
How would I fix it??
phew its been long day last thing. i couldnt find
how do i change the ui difficulty settings for everyone
UI Difficulty ? @lament jewel ?
like
so you dont see the green and red dots and such
or does it go according to session host
I don't think there is a command to force these settings, but you can force them on the server for all missions, or define it per mission.
@prisma oyster
@tight owl
I truly hate to bother you! Er, please take a look at the previous statement
That I wrote
I mean how would I fix it?
I don't know what you are trying to do ยฏ_(ใ)_/ยฏ
to make one immortal, use allowDamage
to make one take less damage, do the difference between the current damage and the _this select 2 and reduce the delta
Dose any know if there is a work script for the ACE3 arsenal? And I do apologize for asking.
@prisma oyster I know the door part, some already have them this way (depending on the addon) but what I meant is rotate the vehicles, make NPC's get out of them, have the wheel turned in a certain direction, headlights on, etc.
I don't even know if you're supposed to make them in Eden or simply when playing the scenario
wait, where did my message go
What message?
my previous one (as well as yours) got removed, maybe only on my side (and that would be a Discord bug)
How can I make a number of AI vehicles drive in a convoy?
That's a good question that I've asked myself on several occasions
@hollow gorge ah no just that we were speaking in #general_chat_arma -_-"
Ah
That one
And POLPOX's mod will help it too? With what I said a few minutes ago in here
@prisma oyster I know the door part, some already have them this way (depending on the addon) but what I meant is rotate the vehicles, make NPC's get out of them, have the wheel turned in a certain direction, headlights on, etc.
with doors, maybe wheels turned, idk
yyyup
I (shame!) never used this tool
But still, the question that Vv asked will remain a question of mine too
put them all in the same group and in vehicles and give them a waypoint
Can I make groups out of groups?
So that the units still act as individual units once they're in combat
I'm not sure how the groups system works entirely
I guess you just tell them all to disembark and open fire
But they'll most likely follow you
And telling them to stay won't make them move in a different direction
!(alive group name) doesnt work for checking when enemy group is dead?
nope
alive works with objects, groups are no objects.
No, won't work. This instead
units groupname findIf {alive _x} == -1```
a group cannot be "dead" or "alive" yep ^
({alive _x} count units group1 == 0) this should work then right? but idk the logic behind this
That too, but findIf is a better solution
I think isNull group1 might work too.
It won't work if deleteGroupWhenEmpty is false
whats the units part do?
listen to POLPOX, guys ^^ it's not often but he's right ๐ฌ
units <personOrGroup> returns the units in the group
but some may still be in the group yet dead
they are fully removed once the leader notices them dead
ahh i see
i put in respawn position and now it wont work at all
Hey everyone, I've got a slight vehicle damage issue: I've got a Humvee that's rolling past an IED that should be far enough not to do major damage, but with a few script calls to ensure the engine is destroyed. Unfortunately, the vehicle is exploding about 5 seconds later, despite not taking additional damage? Is there any way to prevent that?
I've attempted using addEventHandler ("HandleDamage", {...}) into the trigger to try and set and prevent hull and body damage, but that doesn't appear to be working.
I would disable damage
and script engine damage on explosion with https://community.bistudio.com/wiki/setHitPointDamage
I think a value < 0.9 should not make it explode but still dmg the engine enough
If I disable damage, will occupants still take shrapnel damage?
how can I change the volume of a trigger sound effect from a mod? Specifically I'm making a mission using "Drongo's Spooks and Anomalies" which has its own sounds, I think I'm having trouble defining the correct path to use, so far my description.ext has
`class CfgSounds
{
sounds[] = {};
class 1TotemClose
{
name = "1TotemClose";
sound[] = {"\DSA\Sounds\dsaTotemClose.ogg", .5,1};
titles[] = {};
};
};`
but I'm not sure how to go about it
\DSA\Sounds\dsaTotemClose.ogg being the path I found in the class CfgSounds in the Config.cpp
I tried an @ in front like the wiki said but I'm not sure how to point in the .pbo either
or if that's even the way at all
Hello, trivial question: i want to spawn a certain subset of civilians using the Civilian Presence module, i found the script to be added on "created" on the wiki and everything is ok. Is there a way to gather a list of a certain object subset "complete" names? like "CUP_C_CIV_TK_Man_04_Jack"
If i set gate lock status to lock in eden and export to mp mission and test on dedicated server gate is only closed not locked.. any method to set lock ?
Screen with gate settings:```
https://ctrlv.cz/GafW
@olive needle Please do not post links without description e.g, I posted my code here, please look at it (If the link is not self-explanatory)
This is a link to an image because this room does not allow you to show images
Hey uhh, I've been looking at some Eden helicopter infiltration/extraction tutorials and I've seen that there's an "invisible helipad" to make the helicopter land exactly at that spot. Could anybody help me ?
How?
place the invisible helipad and use the land waypoint? (that might be a 3den enhanced waypoint type but click on the waypoint and drop it on top of the helipad
it's a vanilla waypoint.
Hey is there a way for an insertion to take place of a four man team, where the team can be in a Rhib thats sling loaded under a chinook?
The heli would have to be AI unless somehow I could zeus it
yes
So I'm learning/testing/failing at the mission editor (very much a noob) and I know how to fiddle with the Ravage mod's setting to remove stalkers, dogs ect. stuff that I don't like. I added Exile mod into the mix to see if I can get sneaking mechanics into the mix and it worked but now the hud is f*cked and I got dogs... god damn dogs... I hate them. How can I fiddle with the Exile mod's settings?
ah, that's an Exile question - their Discord/Slack/whatever might be listed in #channel_invites_list @gritty smelt
@prisma oyster Thanks again.
yes
@prisma oyster what system should I use for making the AI release the rhib
How do I add a loading screen to my mission?
@jolly onyx try using the slingload detach waypoint
So quick question, I'm trying to put in a small picture that I took of an AI in game for a whiteboard and I have it located in my mission directory but when I try to load the mission up it just simply says "pic3.png" can not be found" and I don't know what I'm doing wrong. I see other people get it their first time but mine doesn't seem to be working.
png is not supported
I even tried paa and it still said it couldn't find it though.
Then pass might be wrong, or bad converting
The converting worked one time then when I tried it again with the same file, it just keeps saying that it can't process the file. Using that ImagetoPAA program in arma tools
Check the pass
The pass? You'll have to excuse me cause this is the first time that I have tried messing around with textures to put in missions. I've looked as much as I could and there isn't a lot of information out there that I can find at least.
The file pass, I mean
Wait, something weird just happened. I deleted the file by mistake, restored it, said "eh lets try again" and it suddenly worked. I'm not sure what went wrong
I think I just needed to restart the editor maybe?
Other than that I can't think of any reason it wouldn't have worked before.
Hello people, is there a quick way to change faces on a unit (for photos mostly) without using (for ex.) man1 setFace "whiteHead_1"; on the init of each unit? Especially because of the fact that those faces will only show once i start the mission, i'd be useful to have a quicker way from the editor (ik it works via editing loadouts from zeus, but that would then limit my ability to work with static objects)
How do I mass change Unit's loadouts?
Every textures are basically cached per a game launch, so more like restarting game I think. I ain't entirely sure everything about textures, though
@gritty pike Eden Editor, open attributes of a unit, identity, there's a tab to select the face, IIRC
@neon rock Context?
Im trying to make a scenario except I want all of them to have Standardized Loadouts.
Except I have like 20 Squads placed.
Should be done in Eden or in-game?
Eden.
And what is the loadout you want to make?
in eden editor how do i change independent to enemy to everyone? on our server before loading in a mission i cant set parameters for it
Enemy to everyone means how? Enemy to BLUFOR and OPFOR or free for all?
It isn't. They're friendly against Independent boys
yeah i want independent enemy to blufor and opfor
So, the top of the Eden Editor screen, Attributes, General, scroll down and open Misc, Independents Allegiance
awesome meny thanks
Hello everyone, Im running a op for my milsim tonight and i need time to stay paused.
Im using this code but im getting a Generic error message
_initdate = date;
while {true} do
{
setdate _initdate;
sleep 0.5;
};
Ive never even touched init code before so can anyone tell me where im going wrong
I just need time to stay exactly at 18:00
@tribal compass if I may ask, why?
also, this xode should work, but not in a trigger. Try wrapping it with a spawn
I need it to be a certain time of night, dark enough to use flares but not dark enough that people in planes cant see the ground
How could i set it with a spawn?
then you don't need it to be always exactly at 6pm, you need it around 6pm
[] spawn {
private _initDate = date;
setTimeMultiplier 0.1;
while { sleep 10 ; true } do
{
setDate _initDate;
};
};
setDate can cause lags afaik, so
only with big differences iirc (lighting changes are what mostly make the stutter)
maybe that should also be on my fix list
in the middle of that list, between moar performaaance and fix disableDebriefingStats
NOT AWARE OF THE LATTER
here, have at it ๐
https://community.bistudio.com/wiki/Category:Command_Group:_Broken_Commands
(but the say3D 1st person bug would be high on my list)
Yo looking for mod that can
-Unit HP
-Unit damage(visual)
-Animations
I cant remind name of that mod
...Can what?

anyway, try your luck in #arma3_questions @dim kindle - wrong channel
How can I get Eden Units to target Civilians?
@neon rock wor crimes
So im new to using the eden editor and im wondering how I can make a group of vehicals move in formation down a road as like a convoy. Ive been using the shift right click way but they dont stay in a formation like I want.
also idk if this is the right channel or not
afaik are convoys rather bugged by default and scripted solutions are way better.
How do I script a convoy than? is there a good tutorial somewhere?
You'll be able to find several scripts on the forums with documentation on how to use
them. Although some basic SQF knowledge and/or advanced mission making will make your life a lot easier.
Ok thanks
"it"?
Helicopters are the only ones that seem to take off.
Jets just taxi for the entire time.
place a jet near the tarmac, add a waypoint to it away from the airport, ???, profit
So jets must take off from tarmac, then?
this is what you are trying to achieve, right? I believe this should work
You can spawn them in the air already, if you don't care about the take-off part