#arma3_editor

1 messages ยท Page 41 of 1

prisma talon
#

llike move(on its own) cycle, etc

hazy lava
#

When in the editor, how do i create a spawn for singleplayer and then use that to properly play it?

small patrol
#

Define spawn you meant?

#

createVehicle or createUnit actually do โ€œspawn objects,โ€ no?

hazy lava
#

So I have just put down some helicpters for me to test fly and i want to spawn and fly them

prisma oyster
#

Set the unit as "player" in its properties
The first placed unit/crewed vehicle should be player anyway

hazy lava
#

Where abouts do I do that?

prisma oyster
#

in its properties, double-click on the object

hazy lava
#

Okay and now I set the unit to player

#

Where is that option?

small patrol
#

in its properties, double-click on the object

hazy lava
#

But where in the properties menu do I set it as "player"?

small patrol
#

Attributes > Object: Control > Player

hazy lava
#

That doesn't seem to do anything different for me.

small patrol
#

What?

#

Did you save the attributes for sure?

hazy lava
#

All I want to do, is spawn in as, say a marksman, into the world I have created

small patrol
#

Isn't it just a place an unit job?

plain gale
#

Right click on it and select play as this unit

hazy lava
#

that worked - thanks very much for the help

onyx sun
#

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!

prisma oyster
#

(teamswitch is Y since A3 iirc ^^ @onyx sun)

onyx sun
#

ah yeah sorry, i don't have almost any vanilla keys...

dim kindle
#

Yo how do I set up a mission like the vanilla pub Zeus ops on other maps

small patrol
dim kindle
#

Ah sorry

sage hinge
#

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]

prisma talon
#

you just have to make a few characters, go attributes and disable ai. then put a zues module iirc

wet drum
#

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

small patrol
#

Rotate it doesn't help you?

wet drum
#

yeah, but once you alter the height, it resets

small patrol
#

Press 2 and adjust the height

prisma oyster
#

you can also disable surface snapping (keys to the right of P iirc)

haughty dune
#

Hey does anyone knows if these CUP containers that says construction site actually doing something ?

#

class USMC_WarfareBContructionSite

keen jolt
#

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

small patrol
#

This, though

wet drum
#

@keen jolt @small patrol @prisma oyster hey thanks, but this improvised floor is for player use only ๐Ÿ™‚ probably should have mentioned that earlier to be fair

small patrol
#

Even if is player

wet drum
#

how do u mean?

small patrol
#

Will cause a problem, not only for AI

keen jolt
#

For one, it can cause animation bugs and clipping

prisma oyster
#

you may trigger fall animation as well

keen jolt
#

Yeah

small patrol
#

Like the thing you'll experience when you try to breach into bunch of rocks

keen jolt
#

That's what I meant

last aurora
#

@haughty dune
decorative object

wet drum
#

ok guys, do you guys have any other suggestions?

#

trying to make an improvised 2nd floor for a shoothouse 2nd floor

keen jolt
#

Open the object in Object Builder and rotate it there. Fix the LOD too

wet drum
#

how the hell do i do that lol

keen jolt
#

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)

wet drum
#

ok, will create my own object and do it, your initial suggestion may have got me in trouble

alpine snow
#

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?

last aurora
#

most of it can be set at the custom difficulty settings

pallid arrow
#

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.

prisma oyster
#

@pallid arrow forEach?

wide crane
#

is there a way to get a premade base to place on a map or shooting range or villiage ?

plain gale
#

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

wide crane
#

cheers

pallid arrow
#

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?

sinful zenith
#

3DEN Enhanced

#

atleast I think it doesn't require serverside stuff

pallid arrow
#

Yeah, I've been using that one. It says in the workshop description it doesn't create dependencies..

empty oasis
#

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

last aurora
#

i'd say: you have to start over again

velvet ether
#

Is there a simple way to create control sectors that display no HUD or map elements?

plain gale
#

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

exotic cosmos
#

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?

small patrol
#

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

pallid arrow
#

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

dim kindle
#

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

prisma oyster
#

sure thing, I was a bit impatient ^^

dim kindle
#

np

prisma oyster
#

the "box" is an icon iirc, do you know how to put markers?

dim kindle
#

yes

prisma oyster
#

I believe they should be in the markers list

#

(booting Arma as we speak)

dim kindle
#

take your time, do you remember if its called icon or

prisma oyster
#

it's NATO - Independent

dim kindle
#

Which one?

prisma oyster
#

unknown is a pure green square

#

for the little stuff on the top, it's the 2nd "installation"

waxen summit
#

Is there any way to make a ACE Arsenal in Eden

#

Or does it need scripting

hollow escarp
#

is there a way to add snow onto vehicles?

small patrol
#

By modifying texture, maybe

waxen summit
#

Depending on what mod or vehicle you are using it might come with a snow skin or there are retexture mods

#

If you donโ€™t 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 โ€œedit vehicle appearanceโ€ and then select the skin, but like polpox said if you canโ€™t find a skin for it and there is no retexture mod already you will have to retexture it

paper vine
#

@prisma oyster @dim kindle Did you mean the Blue markers, or the un-shaded box, where the rest of the map is slightly shaded?

plain gale
#

@dim kindle That's the cover map module.

gritty pike
#

Is there a way to change the turret rotation of a tank for example? To place it as a static object

paper vine
#

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?

gritty pike
#

Nope there isn't that's the problem

paper vine
#

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

pallid arrow
#

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.

prisma oyster
#

is the trigger set to "player"?

pallid arrow
#

Doesn't matter what its set to. Player, blufor, etc. Noone sets it off during a script flying things through the trigger.

prisma oyster
#

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

small smelt
#

Iโ€™m having troubles with the squads on ACE3 Iโ€™m trying to figure out, whats causing this, I also canโ€™t hear the voices either. Iโ€™m trying to figure out what ACE add on is causing this, Iโ€™m also, having difficulties leading as well. Iโ€™m not 100% sure.

prisma oyster
#

nothing to do with #arma3_editor @small smelt? or do I get it wrong

wide crane
#

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

pallid arrow
#

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

wide crane
#

Don't wanna sound dump where do I find the the attach to

#

Dumb

pallid arrow
wide crane
#

Thank you

pallid arrow
#

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.

fading goblet
#

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)

cursive steeple
#

Is it possible to select multiple assets to drop in editor at once?

small patrol
#

drop?

cursive steeple
#

Sorry, place

small patrol
#

Press F2 (composition)

cursive steeple
#

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

small patrol
#

Then place while pressing Ctrl?

cursive steeple
#

Doesn't work

small patrol
#

Ah, I get what you mean. That's impossible by default

cursive steeple
#

RIP, now when you say by default... haha

fervent swift
#

You could place one, copy it and use ctrl-V to place more?

prisma oyster
#

I believe he wants to pick different object types, which is not possible (in vanilla, idk about mods)

alpine pecan
#

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

prisma oyster
#

did you set a waypoint?

alpine pecan
#

yes

prisma oyster
#

which waypoint?

alpine pecan
#

Advanced > Land

#

It worked in other missions in smaller landing zones

prisma oyster
#

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.

alpine pecan
#

No mods that affects AI. The helicopter itself is a AS532UL Cougar (FFAA mod)
Landing gears are fine since the helicopter has damage disabled

prisma oyster
#

then ๐Ÿคทโ€โ™‚๏ธ

elder lion
#

What's the difference between "sync to", "set waypoint activation" and "set trigger owner" ?

#

And does it matter which way they are used?

alpine pecan
#

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

prisma oyster
#

make him invincible? Otherwise he will go through the tank :D

#

Or deal with HandleDamage

alpine pecan
#

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 ?

prisma oyster
#

Yes

#

(if it has one)

peak mica
#

Someone use OCAP and can help me?

prisma oyster
#

@lilac flower โ†‘

fading goblet
#

simply do a new sync, but sync it with nothing

last aurora
#

what mod?

#

vanilla has no chinook

#

that's a huron iirc

#

ok

bronze aspen
#

Itโ€™d be great if someone could teach me editor stuff so I can make my own missions for myself on Arma?

small patrol
#

Eden Editor has a tutorial. Try it first

bronze aspen
#

Iโ€™ll see how that goes

bronze aspen
#

???

#

Have you activated respawn in multiplayer menu?

#

And single player menu I think

dim kindle
#

Is it possible to make a convoy all going to one place even though there in all different units

primal wave
#

@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
#

@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 Iโ€™ll check it out

peak mica
#

Someone have a working pack of OCAP?

vapid fractal
#

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 ?

vestal perch
#

map or a mission?

vapid fractal
#

I guess it was a map: I put virtual arsenal, vehicle spawners, etc

#

Data type: Scenario according to the workshop

last aurora
#

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

vapid fractal
#

Someone told me to use a PBO extractor or something like that, it won't work ?

last aurora
#

If binarized, no. Which it is very likely. This option is default when saving/exporting in eden

vapid fractal
#

So it's lost forever ?

last aurora
#

Pretty much

vapid fractal
#

I suppose it's impossible to create the map again and to publish it on the same workshop page ?

last aurora
#

This should be possible tho. Just make sure you keep an unbinarized backup this time ๐Ÿ˜‰

vapid fractal
#

How to do that ? ๐Ÿ˜„

vestal perch
#

you recreate the mission from 0

vapid fractal
#

Yeah but how to publish it on the same workshop page as my previous mission ?

last aurora
#

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

vapid fractal
#

You're right thanks. ๐Ÿ˜„

prisma oyster
#

@vapid fractal give me the url, I will see what I can do

vapid fractal
#

@prisma oyster Did you find a way to get it ? ๐Ÿ˜„

prisma oyster
#

I will try in a few!

dim kindle
#

Can someone who uses ace help me out

#

With how I set up the medical module

fading goblet
#

medical module? all you have to do is make changes in CBA Settings to have your settings

dim kindle
#

Whenever I walk up to someone injured I canโ€™t do anything nor can I open the medical menu

#

I have all the equipment I need

fading goblet
#

are you using ACE Interaction to open the menu?

dim kindle
#

Iโ€™m using addon options

fading goblet
#

if you press H, does the medical menu open?

dim kindle
#

I did control and the windows button and that worked

vapid fractal
#

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 ?

broken inlet
#

Make sure that you have respawns enabled in the 'Multiplayer' Attributes @vapid fractal

prisma oyster
#

you need the respawn interface indeed to be able to select it

vapid fractal
#

I fixed that thanks ! ๐Ÿ™‚

#

At the right of my second spawnpoint there is an orange square with ! inside

vapid fractal
#

How can I link my respawn point to my vehicle ?

vapid fractal
#

Nevermind I found. ๐Ÿ˜„

dim kindle
#

Hello, where is Main Chat channel?

prisma oyster
dim kindle
#

oof 3 times looking around

vapid fractal
#

I deleted my workshop by doing a mistake, I suppose it is impossible to restore it ?

prisma oyster
#

I guess not, indeed

vapid fractal
#

How to modify the loading screen picture ?

#

I've put the link of the picture correctly but it doesn't work.

prisma oyster
#

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

bold estuary
#

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.

vapid fractal
#

To put a picture for the loading screen, I have to put a link ?

prisma oyster
#

no, you have to define it in description.ext: cpp overviewPicture = "myPicture.paa";

vapid fractal
#

In Documents/Arma 3 ?

prisma oyster
#

in your mission directory yes

#

that or in Eden mission parameters, too

vapid fractal
#

In my mission directory I only have "missions" with binary numbers inside

prisma oyster
#

no, that's your mission file, mission.sqm ^^

#

next to it, place your paa picture (ratio 2^x, 2^y)
1024ร—512 recommended

then in Eden, Mission parameters, overview picture "filename.paa"

vapid fractal
#

ok

last aurora
#

@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

vapid fractal
#

"Picture not found"

last aurora
#

is the paa in the same folder as your mission.sqm?

vapid fractal
#

nop

#

mission and stratissandbox

last aurora
#

it must be

vapid fractal
#

Oh yes it is

#

I thought you asked the name

last aurora
#

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";

vapid fractal
#

I need to create a description.ext file ?

last aurora
#

ofc if you want a loading screen pic

#

YOUR_MISSION_NAME\description.ext

prisma oyster
#

not mandatory as you can set it in Eden, but as old school as AudioCustoms can be ๐Ÿ˜‰

last aurora
#

it's way easier to modify description.ext, rather than always having to have the mission open in the editor IMO

prisma oyster
#

I never said I didn't agree ๐Ÿ˜„ see the love I gave to the Description.ext page on the biki ^^

#

(which I killed by deleting a now useless template ๐Ÿ˜‚)

last aurora
#

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 ๐Ÿ˜„

#

i like how it is sorted now

prisma oyster
#

too late, you are now banned from using the wiki magic ๐Ÿง™โ€โ™‚๏ธ

#

j/k too, if something seems off or wrong #community_wiki is open of course ^^

vapid fractal
#

I still need help

#

I created the description.ext, I have put the picture.paa, etc

#

But it doesn't work

small patrol
#

Doesn't work at what context?

vapid fractal
#

The picture is not displayed and there is an error

small patrol
#

Show us your error

vapid fractal
#

picture was not found

small patrol
#

Then picture path is wrong

vapid fractal
#

I fixed that. ๐Ÿ˜„

last aurora
#

@vapid fractal
Please post your description.ext to pastebin.com and a Screenshot of your mission folder to imgur

vapid fractal
#

I just fixed that thanks ! ๐Ÿ™‚

#

I have another question:

last aurora
#

๐Ÿ‘

vapid fractal
#
  • Can every plane land on the aircraft ?
#
  • How to do a menu where players can switch between day and night ?
small patrol
#

skipTime

vapid fractal
#

Yeah but do I need to create a code, where must I put the code, etc ?

prisma oyster
#
  • Can every plane land on the aircraft ?
    on the aircraft carrier I assume ^^
    not all of them, jets with cable hook only
fading goblet
#

I'm sure they all can, although I doubt most of them will be stay on ๐Ÿ˜‰

fair karma
#

hh

#

does anyone know how to force the establishing shot on a player or the enitre server?

prisma oyster
#

"Land", @fading goblet, not crash ๐Ÿ˜„

#

@fair karma execute it locally or globally

fair karma
#

@prisma oyster globally

prisma oyster
#

how do you execute it?

fair karma
#

ya

prisma oyster
#

no I am asking: "how do you execute it?"

fair karma
#

idk

prisma oyster
#

ah, so you don't want to force it, you want to do it

#

you can simply use the script in init.sqf then

fair karma
#

kk

dim kindle
#

is there anyway to spawn these long bridges on Tanoa into editor?

#

or have a marker or system function to spawn those?

vapid fractal
#

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

vestal perch
#

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

vapid fractal
#

I didn't use setpos

dim kindle
#

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

vestal perch
#

I have a feeling Arma did not support that. but might be I remember wrong

raven ferry
#

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 ๐Ÿ˜ฆ anybody who knows how i could fix it? or could help me to fix it?
Regards!

prisma oyster
#

@raven ferry no crossposting (#rules), thanks

hallow depot
#

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 ๐Ÿ˜ฆ anybody who knows how i could fix it? or could help me to fix it?
Regards!
@raven ferry make one of the players โ€˜playerโ€™ instead of playable?

#

Launch in multiplayer from editor to try slot into a slot

raven ferry
#

@raven ferry make one of the players โ€˜playerโ€™ 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 ๐Ÿ˜ฆ

#

Launch in multiplayer from editor to try slot into a slot
@hallow depot i tried this as well... and it's not working ๐Ÿ˜ฆ it's the same again and again

fading goblet
#

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

raven ferry
#

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! ๐Ÿ˜„

dim kindle
dim kindle
#

I need help with eden enhanced

#

Does anyone know if i could add more animations to the menu?

plain gale
#

You can't

#

@dim kindle

dim kindle
#

Oh

#

Thank you!

dim kindle
#

Hey guys, so i have a mod and it has factions in editor but not in zeus. Is there any way to change that?

broken inlet
#

is this a zeus mission you've made or? @dim kindle

dim kindle
#

no, any zeus mission

#

i tried to make one

#

with all addons

#

it showed all the factions

#

but that one

broken inlet
#

Ah, then the mods units might not be configured for zeus

dim kindle
#

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 ๐Ÿ˜ฆ

small patrol
dim kindle
#

ok

rotund sorrel
#

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;

small patrol
#

Get rid of " before format

rotund sorrel
#

ah right, I saw that after and forgot to edit the message

rotund sorrel
#

any idea how to get player names to appear there aswell?

plain gale
#

@rotund sorrel name player ?

alpine pecan
#

Hello there, I have a question:
Is there a way to duplicate an official mission and apply modifications on it ?

prisma oyster
#

map = terrain

alpine pecan
#

I meant a mission, more precisely a multiplayer mission

broken inlet
#

Its definetly possible, not sure what the license says about it though

alpine pecan
#

There is no intend to upload it

prisma oyster
#

yet still not a private use since multiplayer

humble spoke
#

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

prisma trench
#

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

prisma oyster
#

(try formatting your code with
```sqf
/* your code */
```
thanks ๐Ÿ˜‰)

#

@prisma trench regarding the code, does the trigger happen to be server-side only?

prisma trench
#

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 ๐Ÿ˜ฆ

prisma oyster
#

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 ๐Ÿ™‚

prisma trench
#

it was unticked

prisma oyster
#

now that's weird that it works in MP and not MPdedi

prisma trench
#

is there another way to add music and loop it?

drowsy swallow
#

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

fading goblet
#

my local/custom mods work perfectly fine, so it sounds more like an issue in that mod which isn't compatible with 2.00

dim kindle
#

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

buoyant raptor
#

So

#

I gave a unit a animation that doesnโ€™t move the characters position

#

So he walks in place

#

Is there a way to fix that?

#

Like manually move the unit

small patrol
#

If you're using Artwork Supporter, don't

buoyant raptor
#

Wat

small patrol
#

What is wat

buoyant raptor
#

No I mean why not?

small patrol
#

Because shouldn't

buoyant raptor
#

Ok?

#

I mean In normal animation viewer there is animations like this that donโ€™t move

small patrol
#

Like what?

buoyant raptor
#

Hang on let me find one

#

Acts_welcomeOnHUB02_AIWalk_2

small patrol
#

Again, it's time not to use AS. It's pretty normal not to move since it's attached

buoyant raptor
#

ok thanks

#

Second question

#

How do I make an animation play once

small patrol
#

Bunch of switchMove playMove playMoveNow or some commands are required

sacred schooner
#

no way to make different sides have different respawn times?

fallen pagoda
#

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

dim kindle
#

@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?

prisma oyster
#

doesn't a normal waypoint work?

dim kindle
#

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.

fallen pagoda
#

thanks

prisma oyster
dim kindle
#

Very much HUH! I cannot replicate this.

prisma oyster
#

mods, mods everywhere
it works well in vanilla then. ๐Ÿ™‚

dim kindle
#

No mods. Not even CBA. I make missions for public play.

#

Hmmmmmmmmmmm

#

Stoopid question: exactly what buttons did you push to set this waypoint?

prisma oyster
#

shift + right-click

#

you most likely placed an empty UAVโ€ฆ?

dim kindle
#

Is there any other kind?

prisma oyster
#

well, filled UAV

#

if when you select it, it is yellow-coloured, then you placed an empty UAV - no AI inside

dim kindle
#

How many units can the darter carry? :S Sorry I am confused with the words.

prisma oyster
dim kindle
#

You can put a unit INSIDE UAVs? * mind blown *

small patrol
#

UAVs are just controlled by men, but hidden

prisma oyster
#

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

dim kindle
#

Yes you are right. Fixes my problem.

prisma oyster
#

of course I am :p

dim kindle
#

Would you like a cookie?

#

@small patrol thanks

prisma oyster
#

pwease?

dim kindle
#

I don't think this is allowed. Lemme delete

prisma oyster
#

doesn't matter, had cookie

quasi grove
#

how do we get compositions made in the workshop into eden editor?

#

this doesnt seem to wanna show up

sinful zenith
#

just subscribe, that should be it

quasi grove
#

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

reef moss
#

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

small patrol
#

Set texture "" is disabled, for now. Will be fixed later

reef moss
#

Always great when something that's worked since day 1 gets "fixed" in a patch 7 years later ๐Ÿ˜‚

#

I assume that would be why when I go into the mission my flag doesn't show either

quasi grove
#

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!

prisma oyster
#

or you don't apply them with the "don't follow terrain" stuff?

bold wraith
#

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

vapid fractal
#

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

prisma oyster
#

a.k.a [0,0,0]

vapid fractal
#

Yeah...

#

How to fix that ?

fading goblet
#

most likely a setting you forgot

vapid fractal
#

Custom respawn is enabled

fading goblet
#

in MP settings; make sure you enabled "respawning at custom location" (dropdown) and enable at least "Respawn Position"

vapid fractal
#

It is enabled yep

fading goblet
#

and set the respawn timers to 3 seconds or higher (seems to be bugged when lower)

vapid fractal
#

It works wtf xD

#

Thanks a lot

fading goblet
#

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

vapid fractal
#

Do you know how to remove the orange square with "!" inside at the right of a spawnpoint ?

sinful zenith
#

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.

quasi grove
#

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

prisma oyster
#

yup, disable "follow terrain" first ๐Ÿ™‚

quasi grove
#

how can i do that?

prisma oyster
quasi grove
#

dang that fixed it

#

i was searching for a fix all day

#

thanks bud

dim kindle
#

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?

wind raptor
#

Which things exactly are you talking about? Modules?

dim kindle
#

yeah

wind raptor
#

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.

hazy lava
#

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)

slate shuttle
#

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?

prisma oyster
#

"on your box"?

slate shuttle
#

Yes. so when I hit play I run as MP mission. that is my box

prisma oyster
#

I don't get this expression, but OK ^^
well sounds like a locality issue

slate shuttle
#

I was thinking of putting something in the onPlayerRespawn.sqf that should lock the gate on their end yeah?

prisma oyster
#

yyyyyyeeeaaaaaah buuutโ€ฆ no

#

I mean, it could work, but that's not the place to put it

#

is your trigger server-side only?

slate shuttle
#

No.

#

So it can work but it is rather dodge?

prisma oyster
#

yep
if you want a certain condition to unlock something gameplay-wise, โ†’ server-side check

#

otherwise you open the Pandora's box ^^

hazy lava
#

@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?

prisma oyster
#

@hazy lava I saw your question, don't worry
I didn't answer because I don't know

hazy lava
#

I have followed all the videos and it doesn't seem to work.

#

Ah okay - no problem.

lost bluff
#

Can I post a reddit link so I don't have to repeat myself here?

sinful zenith
#

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

lost bluff
#

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

fading goblet
#

you're most likely want to use playMove

this playMove "TestDance";
``` moves: https://community.bistudio.com/wiki/Arma_3_Moves
lost bluff
#

I'll give that a try, thanks mate :))

wind raptor
#

@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?

hazy lava
#

My friend helped me out - I have just synced one module wrong

#

but thanks for trying anyway

lost bluff
#

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

prisma oyster
#

use the animDone EH yes

lost bluff
#

after the first line which puts the AI in the animation

#

??

lost bluff
#

im putting "this playMove "TestDance";"

#

and its not working :((

last aurora
#

Remove first and last "

lost bluff
#

i was paraphrasing the init line

#

hahahh

#

the full line it

#

is

#

this playMove "TestDance";

quasi grove
#
this playDance "DoDaBoogie";
boreal oar
#

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.

vestal perch
#

oh youre not making a terrain

#

you want them in mission

boreal oar
#

Yeah. Weird I know

vestal perch
#

yeah you are entering a world of hurt

boreal oar
#

Ha!
It's for infrastructure progress on a mp server

vestal perch
#

yeeeh that does not make it any easier

#

and there are no ready solutions for it

boreal oar
#

Copy

#

Where's my FO4 snappable power lines?!

vestal perch
#

in FO4. this is wrong game for such luxuries

#

also missions are not really meant for that kind of terrain making scale placement

boreal oar
#

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...

dim kindle
#

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?

fading goblet
#

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.

dim kindle
#

@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.

cloud sparrow
#

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... blobshrug

dim kindle
#

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? ๐Ÿ˜…

cloud sparrow
#

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.

dim kindle
#

We do not accept donations.
@cloud sparrow I can respect that, but I am curious why not. Do you mind if I ask?

cloud sparrow
#

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.

dim kindle
#

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.

last aurora
#

if you really want to donate something, use this link
https://www.icrc.org/en/donate
๐Ÿ˜‰

dim kindle
#

@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 ๐Ÿ™‚

#

@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?

last aurora
cloud sparrow
dim kindle
#

Thank you

cloud sparrow
#

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.

dim kindle
#

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! ๐Ÿ™‚

#

Pardon me; this question was literally asked and answered in your link. Thanks and good night!

dim kindle
#

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

prisma oyster
broken inlet
#

@lament jewel So you want to create the trigger when a helicopter dies, and then complete it when an AA dies, right?

lament jewel
#

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

worthy matrix
#

Where do i learn all trigger and does arma 3 teiggers work same to the old one like arma cwa?

broken inlet
#

@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 ๐Ÿ‘€

#

or help you do the rest rather

lament jewel
#

can you just help me all the way my brain hurts enough already to try figure stuff out <,<

broken inlet
#

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

lament jewel
#

.-.

broken inlet
lament jewel
#

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

broken inlet
#

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

lament jewel
#

!alive (variable name)

#

yeh i firgured that but idk what do i do from there

broken inlet
#

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

prisma oyster
#

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>

lament jewel
#

!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

prisma oyster
#

not alive theUnit activates the module linked to the trigger

lament jewel
#

oh theres not alive

#

uh this?

prisma oyster
#

no.
! means not
and not means not

so it's actually not not alive

#

also you forgot the unit variable

lament jewel
#

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

prisma oyster
#

change the plane's side?

lament jewel
#

is there way to parent waypoint to the tank

#

the plane is on the same side

prisma oyster
#

an AI only shoots at its enemies

lament jewel
#

weird maybe its just bad at bombing?

prisma oyster
#

make sure the plane comes from far away so it has time to adjust

worthy matrix
#

Where do i learn all trigger and does arma 3 triggers work same to the old one like arma cwa?

#

Pls

prisma oyster
#

they work more or less the same yes
there is a wiki
look up "arma 3 triggers"

#

it should bring you where needed

worthy matrix
#

Thx

remote robin
#

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?

worthy matrix
#

Did you put the waypoints for the respawned Independent ?

remote robin
#

The Sector Tactics Module should do that, doesn't it?

worthy matrix
#

Idk

#

Disable it and try again

remote robin
#

Alright problem solved by myself, thanks anyway

worthy matrix
#

Ok

fallen ravine
#

Is it possible to place units dead in Eden or rotate the gun of a turreted vehicle into a different direction than the hull?

fading goblet
#

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

fallen ravine
#

Thank you very much

olive needle
#

accept arma 3 gif or ogv video as texture ? (On object like laptop..)

dim kindle
high stream
#

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?

subtle talon
#

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?

worthy matrix
#

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

high stream
#

I set him with doStop this; already so he only starts doing stuff when players get near enough

worthy matrix
#

Mmmm

#

Did you try this setunitpos "up"?

#

Or both

high stream
#

I'll try it, one sec

#

@worthy matrix - I'm not sure how to do that, actually

worthy matrix
#

Press double time on the unit

#

You see initzilation field

high stream
#

yeah, I understand it goes on init

#

but I'm not sure how to format it

worthy matrix
#

Or idk whats called

high stream
#

ok it seems to have worked

#

issue was I didn't put this before the command

#

so it was returning an error

small patrol
subtle talon
#

I'll try thanks

high stream
#

Hey, how can I make a civilian NPC have a random chance of being hostile to the players?

prisma oyster
#
if (random 1 < 0.25) then
{
  [civilian] join createGroup east;
};
#

@high stream โ†‘

high stream
#

ty

#

the enemy in this case is Independent

#

should I change east to something else?

prisma oyster
#

you could set to independent yes

high stream
#

what's the variable for it?

#

I'm very new to the editor

prisma oyster
#

independent ^^

high stream
#

okie ty

high stream
#

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?

prisma oyster
#
selectRandom [array, of, positions]
#

@high stream โ†‘

high stream
#

and how can I define those positions without using coordinates?

prisma oyster
#

you could use markers

getMarkerPos selectRandom ["marker1", "marker2"];
high stream
#

ty

hollow gorge
prisma oyster
#

w/ description please

hollow gorge
#

It's on Imgur

#

In the description of the photo

prisma oyster
#

no, I mean, #rules state to post a link xith a description (just so it's not a spam link)

small patrol
#

See? Bad MOD.

last aurora
#

@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

hollow gorge
#

Well, thanks for enlighting me, even if I don't know what that is.

last aurora
#

but still, what Lou said is a must around here

hollow gorge
#

My bad

small patrol
#

Also, it's called โ€œerror logโ€

#

(or something)

hollow gorge
#

Well that's why I said I'm stupid

#

And how do I tell which mod causes it to happen?

prisma oyster
#

ASR AI

#

I don't know that mod, maybe it requires a config script you didn't setup

last aurora
#

the mod is indeed called ASR Ai

prisma oyster
#

(little i?)

last aurora
#

just wrote it like that to not confuse it with lower case L

#

๐Ÿ˜‰

prisma oyster
#

(little low, anyway the wind blowsโ€ฆ)

last aurora
#

(doesn't really matter...... TO MEEEEEE) ๐ŸŽถ

prisma oyster
#

aaand because you uppercased it I now have the Muppets version in mind, thank you ๐Ÿคฃ

hollow gorge
#

I didn't even know I had ASR AI

#

I don't even know what that is

last aurora
#

dude, you really need to get your stuff straight first before you do experiments....

small patrol
#

...Probably a โ€œmodpackโ€?

last aurora
#

very likely

hollow gorge
#

I only got 20 hours of Arma 3

#

What do you expect from me?

small patrol
#

Vanilla gameplay.

prisma oyster
#

play the game without any mods first, then enhance it yes ๐Ÿ˜‰

hollow gorge
#

My campaign progress has been overwritten

last aurora
#

step... by... step...

hollow gorge
#

I was so close to finishing the campaign

#

And it got overwritten

plain gale
#

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.

prisma oyster
hollow gorge
#

I also played some KOTH

#

But it's a shirstorm

#

Not beginner-friendly

#

IMHO

prisma oyster
#

Shift and Numpad Minus then type CAMPAIGN, this should unlock all campaign missions (on the campaign screen)

hollow gorge
#

Thanks, mate

prisma oyster
#

once you end a mission, your save will keep you there ๐Ÿ˜‰

last aurora
#

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

neon rock
#

How do I make AI aircraft take off?

prisma oyster
#

give it a waypoint

misty hinge
#

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

dim kindle
#

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

prisma oyster
#

yep, place it in the air ^ @misty hinge

misty hinge
#

I remember doing it once but I'm unsure either ways imma try that again

zinc carbon
#

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.

pine linden
#

Do you mean in the map?

#

Might be Cover Map module, in others section

prisma oyster
#

yep - search bar, "map" โ†’ first result

zinc carbon
#

Yes sir, just found, indeed Cover Map. Thank you!

high stream
#

How do I make a trigger for killing multiple specific enemies? I tried doing !alive enemy1, enemy2, enemy3;

#

but it didn't work

pine linden
#

try a trigger with: (enemy1 setDamage 1) && (enemy2 setDamage 1) && (enemy3 setDamage 1);

high stream
#

sorry, I misspoke, I meant a trigger that checks if they died

pine linden
#

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

high stream
#

ok, ty

prisma oyster
#
[enemy1, enemy2, enemy3] findIf { alive _x } == -1
``` too ๐Ÿ˜‰
zinc carbon
#

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

prisma oyster
#

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

last aurora
#

depending the song and the label behind it, you are facing charges between โ‚ฌ25.000 and โ‚ฌ500.000

#

ยฏ_(ใƒ„)_/ยฏ

fading goblet
#

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

pulsar geode
#

What effect on FPS will a significant amount of the edit terrain modules knocking about 100 trees over have on a Player?

prisma oyster
#

"some"

high stream
#

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

hardy solstice
#

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 ๐Ÿ˜‰

Lou Montana

Does this work for group names also? I.e variable name on an entire group of guys

prisma oyster
#

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
hardy solstice
#

ahhh thank you!

lament jewel
#

is there condition type that triggers if player is not in the vehicle

prisma oyster
#
vehicle player == player
```or```sqf
isNull objectParent player
lament jewel
#

basically i want helicopter to land and leave once players disembark

prisma oyster
#

or```sqf
!(player in theSpecificVehicle)

lament jewel
#

thankies

#

do i use the ()

prisma oyster
#

yes, with the !

lament jewel
#

it should work if i just write !player in?

#

if the condition is set on the waypoint

prisma oyster
#

! means not
no, you will need the parentheses

lament jewel
#

or do i have to write the vehicle name

prisma oyster
#

!player will throw an error (can't not an object)

lament jewel
#

soo this work_

#

nvm it doesnt

prisma oyster
#

if you write it this way, it will interpret as (not player) (in playerheli) so boolean in vehicleโ€ฆ no workies

#

will tell you where to put () and where not to!
e.g```sqf
sleep 5 + random 5; // wrong
sleep (5 + random 5); // right

lament jewel
#

my brain

#

sry for the trouble im pretty new to the editor

#

and google doesnt always give me the answers i need

small patrol
#

Sometimes even vets fell into this trap, so no worries

lament jewel
#

the heli leaves to get out point immedately

prisma oyster
#

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"

lament jewel
#

oh wait

#

heck

prisma oyster
#

unless I misread your waypoint placement

lament jewel
#

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

prisma oyster
#

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

lament jewel
#

ah alright so i just set that to the landing one

prisma oyster
#

yep, should do

#

(iirc ^^)

lament jewel
#

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

prisma oyster
#

delete the heli and re add it

lament jewel
#

But you add the heli from opfor menu

prisma oyster
#

yeahโ€ฆ?
what are you trying to do

lament jewel
#

I want the heli to work as npc working for the players side

#

But that specific model doesnt exist in bluefors side

prisma oyster
#

oh, then yeah, place it from the opfor, then replace pilots by blufor ones

lament jewel
#

Ah even it says opfor in the groups it should work for blue with the blue pilots?

prisma oyster
#

if you delete the pilots, only an empty vehicle remains

#

you can also place empty vehicles by holding Alt

lament jewel
#

ah gotcha

high stream
#

@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

tight owl
#

When I put this into a unitโ€™s 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

}];

prisma oyster
#

remove the comment, it should work

#

also, you can just return _initialDamage / 10 without needing the intermediate variable @tight owl

lament jewel
#

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

tight owl
#

Alright I tried that @prisma oyster they still die in one shot

#

I removed the comment anyways

vestal portal
#

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

vestal portal
#

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

prisma oyster
#

set their behaviour to "CARELESS" (by scripting though)

vestal portal
#

not via attributes?

prisma oyster
#

it is a behaviour, not an attribute - and waypoints/group states only list all the others but this one

vestal portal
#

no I meant like, you have to do it via scripting, not by going into the "Attributes menu" when you right-click in eden?

prisma oyster
#

yep, have to

#

it is a behaviour that is not listed in Eden menus

vestal portal
#

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

prisma oyster
#

in the waypoint is fine

#
group this setBehaviour "CARELESS";
vestal portal
#

it's that simple?

prisma oyster
#

yes sorry ._.

#

๐Ÿ˜„

vestal portal
#

alright, thanks a bunch!

lament jewel
#

how does the trigger work with deleting objects

prisma oyster
#

?

lament jewel
#

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

gritty pike
#

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)

prisma oyster
#

yes, setFace

#

as for the custom face, you can only load one (the user profile one)

gritty pike
#

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?)

prisma oyster
#

you mentioned "custom face"

#

otherwise you can use as many faces you want
you can also set identity in Eden, through the properties

gritty pike
#

Thanks alot!

subtle talon
#

Hello, Iยดm looking to set a specific speed for some IA Helicopters, someone knows if it can be done?

#

Thanks ๐Ÿ˜„

prisma oyster
#

yes, forceSpeed / limitSpeed @subtle talon ๐Ÿ™‚

lament jewel
#

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

prisma oyster
#

set its behaviour to "CARELESS" and combatMode to "BLUE"

lament jewel
#

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

tight owl
#

@prisma oyster So when I tried your script to give the units health, they still die in one hit

prisma oyster
#

how did you try it?

tight owl
#

this addEventHandler ["HandleDamage",
{
private _initialDamage = _this#2;
private _reducedDamage = _initialDamage / 10;

_reducedDamage

}];

#

Like so, but hmm

prisma oyster
#

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

tight owl
#

How would I fix it??

lament jewel
#

phew its been long day last thing. i couldnt find

#

how do i change the ui difficulty settings for everyone

plain gale
#

UI Difficulty ? @lament jewel ?

lament jewel
#

like

#

so you dont see the green and red dots and such

#

or does it go according to session host

plain gale
#

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.

tight owl
#

@prisma oyster

prisma oyster
#

@tight owl

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?

prisma oyster
#

I don't know what you are trying to do ยฏ_(ใƒ„)_/ยฏ

tight owl
#

Give a unit more health

#

Or simply make it so they receive less damage

prisma oyster
#

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

tight owl
#

Hmmmkay

#

Alrighty thanks ๐Ÿ™‚

severe aspen
#

Dose any know if there is a work script for the ACE3 arsenal? And I do apologize for asking.

plain gale
#

Not that I know but you can try Enhanced Arsenal by POLPOX

#

@severe aspen

hollow gorge
#

@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

prisma oyster
#

wait, where did my message go

hollow gorge
#

What message?

prisma oyster
#

my previous one (as well as yours) got removed, maybe only on my side (and that would be a Discord bug)

hollow gorge
#

No, I don't see one here...

#

I guess it's just Discord

high stream
#

How can I make a number of AI vehicles drive in a convoy?

hollow gorge
#

That's a good question that I've asked myself on several occasions

prisma oyster
hollow gorge
#

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.

prisma oyster
#

with doors, maybe wheels turned, idk

hollow gorge
#

I guess the best way is to experiment with it

#

Innit?

prisma oyster
#

yyyup

hollow gorge
#

Thanks

#

That's been useful

prisma oyster
#

I (shame!) never used this tool

hollow gorge
#

But still, the question that Vv asked will remain a question of mine too

prisma oyster
#

put them all in the same group and in vehicles and give them a waypoint

high stream
#

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

hollow gorge
#

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

lament jewel
#

!(alive group name) doesnt work for checking when enemy group is dead?

prisma oyster
#

nope

wind raptor
#

alive works with objects, groups are no objects.

small patrol
#

No, won't work. This instead

units groupname findIf {alive _x} == -1```
prisma oyster
#

a group cannot be "dead" or "alive" yep ^

lament jewel
#

({alive _x} count units group1 == 0) this should work then right? but idk the logic behind this

small patrol
#

That too, but findIf is a better solution

wind raptor
#

I think isNull group1 might work too.

small patrol
#

It won't work if deleteGroupWhenEmpty is false

lament jewel
#

whats the units part do?

prisma oyster
#

listen to POLPOX, guys ^^ it's not often but he's right ๐Ÿ˜ฌ

#

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

lament jewel
#

ahh i see

lament jewel
#

i put in respawn position and now it wont work at all

loud wind
#

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.

plain gale
#

I would disable damage

#

I think a value < 0.9 should not make it explode but still dmg the engine enough

loud wind
#

If I disable damage, will occupants still take shrapnel damage?

ruby lily
#

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

uneven sequoia
#

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"

olive needle
#

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
plain gale
#

@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)

olive needle
#

This is a link to an image because this room does not allow you to show images

hardy onyx
#

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 ?

prisma oyster
#

How?

grim thicket
#

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

plain gale
#

it's a vanilla waypoint.

jolly onyx
#

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

prisma oyster
#

yes

gritty smelt
#

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?

prisma oyster
#

ah, that's an Exile question - their Discord/Slack/whatever might be listed in #channel_invites_list @gritty smelt

gritty smelt
#

@prisma oyster Thanks again.

jolly onyx
#

yes
@prisma oyster what system should I use for making the AI release the rhib

dim kindle
#

How do I add a loading screen to my mission?

prisma oyster
#

@jolly onyx try using the slingload detach waypoint

silk ledge
#

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.

small patrol
#

png is not supported

silk ledge
#

I even tried paa and it still said it couldn't find it though.

small patrol
#

Then pass might be wrong, or bad converting

silk ledge
#

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

small patrol
#

Check the pass

silk ledge
#

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.

small patrol
#

The file pass, I mean

silk ledge
#

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

small patrol
#

Armagic...

#

Well, probably you did something wrong at first, and was cached?

silk ledge
#

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.

gritty pike
#

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)

neon rock
#

How do I mass change Unit's loadouts?

small patrol
#

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?

neon rock
#

Im trying to make a scenario except I want all of them to have Standardized Loadouts.

#

Except I have like 20 Squads placed.

small patrol
#

Should be done in Eden or in-game?

neon rock
#

Eden.

small patrol
#

And what is the loadout you want to make?

fringe bear
#

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

small patrol
#

Enemy to everyone means how? Enemy to BLUFOR and OPFOR or free for all?

fringe bear
#

enemy to blue and opfor troops

#

so a free for all basically yeah

small patrol
#

It isn't. They're friendly against Independent boys

fringe bear
#

yeah i want independent enemy to blufor and opfor

small patrol
#

So, the top of the Eden Editor screen, Attributes, General, scroll down and open Misc, Independents Allegiance

fringe bear
#

awesome meny thanks

tribal compass
#

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

prisma oyster
#

@tribal compass if I may ask, why?

#

also, this xode should work, but not in a trigger. Try wrapping it with a spawn

tribal compass
#

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?

prisma oyster
#

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;
  };
};
sinful zenith
#

setDate can cause lags afaik, so

prisma oyster
#

only with big differences iirc (lighting changes are what mostly make the stutter)

sinful zenith
#

maybe that should also be on my fix list

prisma oyster
#

in the middle of that list, between moar performaaance and fix disableDebriefingStats

sinful zenith
#

NOT AWARE OF THE LATTER

prisma oyster
#

(but the say3D 1st person bug would be high on my list)

dim kindle
#

Yo looking for mod that can
-Unit HP
-Unit damage(visual)
-Animations
I cant remind name of that mod

small patrol
#

...Can what?

dim kindle
#

Em

#

This mod gives you more options in ui/vehicles options

fading goblet
prisma oyster
neon rock
#

How can I get Eden Units to target Civilians?

last aurora
silver swan
#

@neon rock wor crimes

lone valve
#

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

fading goblet
#

afaik are convoys rather bugged by default and scripted solutions are way better.

lone valve
#

How do I script a convoy than? is there a good tutorial somewhere?

fading goblet
#

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.

lone valve
#

Ok thanks

neon rock
#

How would I make Ai Jets take off?

#

It only seems to work with Helicopters.

prisma oyster
#

"it"?

neon rock
#

Helicopters are the only ones that seem to take off.

#

Jets just taxi for the entire time.

prisma oyster
#

place a jet near the tarmac, add a waypoint to it away from the airport, ???, profit

neon rock
#

So jets must take off from tarmac, then?

prisma oyster
#

this is what you are trying to achieve, right? I believe this should work

neon rock
#

Yes.

#

Im trying to make a fighter formation.

prisma oyster
#

You can spawn them in the air already, if you don't care about the take-off part