#arma3_editor
1 messages · Page 43 of 1
ah yes sorry, not call:```sqf
0 = [] spawn {
/* code */
};
But Lou, what if i need to use 0 in my code now?
Hmm, tried exactly as pasted but with your addition @prisma oyster and now it does nothing (previously it still fired the first series of 2 rounds)
show code?
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
sleep 10;
gun1_1 doArtilleryFire [[1995.42,5894.18,0],"2Rnd_155mm_Mo_Cluster", 2];
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
sleep 10;
};```
```sqf -line return- 😛
I feel like this is how my parents feel when they ask me to show them how to use a cellphone.
0 = [] spawn {
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
sleep 10;
gun1_1 doArtilleryFire [[1995.42,5894.18,0], "2Rnd_155mm_Mo_Cluster", 2];
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
sleep 10;
};
```_should_ work 🤔 😄
if you wait 10s of course 🙃
On phone so don't want to write the code, but LM adds ammo, sleeps, shoots, adds ammo and sleeps again instead of shoot - ammo - sleep - shoot - ammo
no u
0 = [] spawn {
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
gun1_1 doArtilleryFire [[1995.42,5894.18,0], "2Rnd_155mm_Mo_Cluster", 2];
sleep 10;
gun1_1 addMagazineTurret ["2Rnd_155mm_Mo_Cluster", [2]];
gun1_1 doArtilleryFire [[1995.42,5894.18,0], "2Rnd_155mm_Mo_Cluster", 2];
};
```_There!_
This better work or else 
add maybe moar taym
because two shots in 10s seems unlikely
(I mean, reloaded and all)
First salvo needs time to turn turret and elevate gun, Scorcher shoots a bit faster than 1/s I think - once the gun is aligned
gave it 30, no change, raises gun, shoots twice, lowers gun, then nothing
Oh, I just figured that's how much ammo it was refilling
s... sss... setAmmo?
read - the - doooc
The BI Wiki? I've been reading it for a while now, most of that stuff doesn't click with me
Mah heart
is there a way that i can put this NPC to go inside vehicle? using Editor mode?
hi everyone. I need advice...again.
In a mission, I want a speaker with an addaction to play a sound. I used this command
speaker2 addAction [ "Play message", { speaker2 say3D ["hades", 50, 1]; } ];
problem is that every single player had to activate the addaction. Which command I use so that if one player activate the addaction, every player hears the sound...thanks for help.
I figured out that I need to execute the addaction in mp to every client. I just need help how I type the command in the init of the speaker, the sound source. In the inet I found this command:
Say3dMP = { _speaker = _this select 0; _sound = _this select 1; //if (isDedicated) exitWith {}; //if ((player distance _speaker) > 100) exitWith {}; //you probably don't need this, not sure _speaker say3d _sound; };
Do I just write this in the init? Or do I need to change some words? The distance in meter for example...
You need remoteExec, best ask in #arma3_scripting to learn how to achieve your desired result.
Thanks @wind raptor
does anyone know a way i can make a patrol stop and take cover when shot at?
triggers
Anybody here experienced with displaying an image on an object or ACE Slideshow module?
Objects such as computer screens?
yes
There should be plenty of people available here who have done that before.
Whats the problem you're having? @hallow rune
it keeps giving me "picture ___ not found"
Well make sure that the path to your picture is correct
it is though
if it was, the game wouldnt be complaining
can you share your file structure and what you've entered as the filepath?
dm?
C:\Users\patri\OneDrive\Documentos\Arma 3 - Other Profiles\Chang\mpmissions\Operation_Bloody_Eagle_2.lingor3\images\logo.jpg
this is my path file, and in the editor I input "images\logo.jpg"
I tried converting to paa, it gave me an error, I made it 512x512, still doesn't work, I used setObjectTexture, doesn't work
I've been trying to fix this an nohing helps
Your path root is the mission folder. The absolute path won't work as the engine can't access it
Cut everything before images/
and in the editor I input "images\logo.jpg"

so what you're saying is there's nothing I can do
is JPG even supported? can't remember
This is exactly what I did
Does the images folder have to be in the Missions, mpmissions, or the actual operation's folder?
I think so
Does the images folder have to be in the Missions, mpmissions, or the actual operation's folder?
In the mission folder where you mission.sqm is
Takistan, PMC campaign's last stand location? (good ending)
I've out it in there and same error
CUP -> Palace
Then idk
Awesome, thanks
Is there another way to do a slideshow other than setObjectTexture and ace slideshow?
not entirely sure if it's called "palace", but I'm 100% sure it can be found in CUP
Where am I supposed to find it? doesn't pup up in Props
can you post a picture of your setObjectTexture command/ ace slideshow input?
I think its mansion or something like that
give me 10 minutes, I'm eating atm
or villa
Props -> Structures Middle Eastern (CUP) -> City -> Middle Eastern Villa
Awesome
Thanks
I want to have a C-17 with simulation turned off, anyone knows if there is a way to open the ramp in editor?
animateSource
Found out there was something in the attributes
yes.
What's the name of it?
dunno - it should be in CUP → Independent → PMC → Cars
I’m looking to have a Lieutenant execute a injured soldier while the wounded soldier is laying on the ground
good
But it isn’t working
I’m trying to do it right and it doesn’t do it at all
Can someone help me
sure; what did you try so far, what isn't working?
I tried doing [this, “” , ASIS] call,fnc, ambientAnim;
And as well the name of the variable and the animation
But then I put the trigger and it don’t work when I try to preview it
np, many channels around - what you wanted was how to do it in Zeus right?
yes if not possible in the editor, i'm prepping a mission for myself and what i want is to the ai to be in the vehicles i spawned, what happened is that i spawned a car but only the pilot is in the vehicle but there's room for 4 four more people and i'm trying to get them in
Hi, i'm new in this discord, but i want to quick find the mods used in my senario, someone can help me ? or i need to check my 150 mods to find every mods used in my senario ?
And i need some help with the triggers, in my senario i have a officer who run when he heard shots, and when he goes in his base, the task is failed, but when i do the thing with the trigger, it doesn't work beacause there is other NPC in the area, and i don't want to have the base empty, how can i do it ?
need some help in the eden editer, im having problems while trying to make tasks, im trying to put down 3 destroy task and while 1 shows up as a task, 2 come up with task succeeded when they are destroyed but the 3rd one wont work for the life of me
what kind of destruction ? building, vehicle or ppl ? @glad ice
sorry for the late reply, its fixed now but it was two S-750 rheas and one radar
oh okay
The scenario menu shows what mods are in use.
okay thank you ^^
Sync the trigger activation to the officer unit.
if in Eden Editor (#arma3_editor), you can place all units in the vehicle by drag & drop.
if in Zeus (#zeus_discussion) for a later Zeus-spawned vehicle, you may create and drag & drop units as well afaik.
oh, i see, thank you 👍
i did but it does not work
in the activation, when its none, nothing happen when the officer walk in the zone, when the activation is on independant it active the trigger instantly because there is already independant in the zone
How to export all the mods from a senario to a html preset ? (for now i need to copy and past all the name, and check it in the launcher, and save as a preset to have an html preset... is there a better method ?
not really. you can compare html and modlist from the sqm
If its a workshop mission you can use this https://armapresetcreator.com/
even with the mod list i can't find some mods i used (i used MRAP vehicles but i don't find it in my list..)
OK nvrmind but its not say the right names..
Hey, what's up, hello. I have a simple (but maybe not) question of if there is a way to disable/turn off the function in the respawn position module that automatically makes it a parachute spawn when placed in the air and if there is a way, how does one accomplish it?
If you only have a single respawn position:
- Place a normal respawn position at ground level
- add/modify
onPlayerRespawn.sqfto the mission files and add:
_pos = getPos player;
// 1000 being how high you want them to spawn
player setPos [_pos select 0, _pos select 1, 1000];
I have multiple.
In that case check the wiki page about event scripts (like onPlayerRespawn), and have an if...else or switch statement to only execute that code on specific respawn points
Im trying to do an addAction command, but its not working with my object
Cant post pictures here
Bomb1 addAction ["Disarm Bomb"];
the variable name is Bomb1
and the object is a naval mine (bottom)
Thats what ive been looking at
You need to have code in your addaction
see, It works on cars and objects alike, but not any of the explosives i have tested it on
this addAction["name", {code}]
The script part is not optional
So you need to have atleast the empty brackets
Ahhh okay, thank you
Remove the "code"part if you wont put anything in there
And enable script errors
In the launcher
okay, thank you! Sorry to be a noob haha, its my first time making an operation
Dont worry, everyone starts somewhere
See its odd because it works on a car, but not on my object. Maybe its a simple object?
@sacred briar mines are not simple objects, what wrong?
No clue, just doesnt appear under my scroll wheel list
I may do, let me enable them
And i dont have a script for it, because I assumed i could just add the action and make the object disappear when the action was complete
Do you know how actions work?
Scroll wheel, click the action, it runs the script or code. I assumed 🤔
In simplest terms, yes
So how do you intend on the object disappearing when you actovate the action?
I saw there was a HideOnAction code, but im not sure
my idea was to just use google and see if it was available there
It hides the action, not the object
You can run a script in the script section that hides the object the action is attached to
Okay well im literally completely new to scripting haha
the most advanced thing ive done so far is put a picture on a screen
and even that is just using photoshop and ArmaTools
evening everyone. is there a way to place a trigger and use it to change the side of a groupe of ai soldiers? so i can change the side of them in just a second. i searched the bohemia i command website but i cant find a command or how to put it in the trigger. thanks and merry x mas by the way
I recommend taking a look at hideObjectGlobal
Okay, thank you
@sacred briar you might also want to consider deleteVehicle if youre not going to use the mine anymore
Any advice on keeping AI from running through placed objects (Trenches, sandbags, barriers, etc) Defending an area doesnt work very well when both the defenders and attackers sprint straight through the defenses towards eachother 😄
doStop? ^^
Just throw that into the units then?
nope, well not "just like that" at least - see:
https://community.bistudio.com/wiki/doStop
Thanks! Really wish literally everything in the editor didnt require some kind of coding even if short stuff, but hey maybe the next game will do beter
That wasnt the winner, sadly
how so?
Units still move
And from the wiki article
and even move to a new position if they see fit.
arf, in OFP they were stuck on their exact position ^^
use OFP instead of Arma 3 then
?
j/k 😄
Oh lol
I really dont care about them running around, only drives me bonkers when they run through solid objects like a phantom
put bigger obstacles maybe?
I dunno these are decently big
Theyre about... mid chest to upper stomach in height
what are they? vanilla assets?
…indeed
Ive got em crooked a bit to better work into the terrain
And I guess that might be it but I dunno
Its only a 20 degree angle
Hmm
AI doesn't care 😄
ah well yes, that's for sure! ^
The overkill strategy
if only they had listened… you wouldn't have to lobotomise them
try
doStop this
less extreme but same effect
except AI can move if its absolutely has to.
I need some help with doing screenshots or a video for US Army soldiers getting executed by Soviets
Since you mention that, imo a lot more commands could have gotten their own modules (like the show/hide module)
Would definetly be nice for some small stuff
hey got a question. is there a way to get a helicopter as a spawn point but its invisible until someone spawns in it and it drops players at a specific place every time?
yes, but what if players connect at different moments of the flight?
that was something i had actually thought of. I will try to write out what i was thinking.
excellent reflex!
1.) player spawn on heli
2.) heli uses designated lz
3.) other players can spawn on this helicopter until it begins to take off again.
4.) after taking off, new helicopter comes on map becomes spawn point and "taking off" heli is no longer a useable spawn point. this cycle will repeat every 30-45 seconds so as to keep a consistent spawn point.
does that make sense? feel free to ask questions if im not clear ab something lol
so heli1 has a passenger, waits for e.g 30s, then leaves (if he still has passengers),
then go and drops players there, as soon as the helipad is free from heli1 heli2 spawns and becomes the spawn point
so to simplify: it would only be a useable spawn point on the A (inbound flight) and B (landed) paths, but not C (outbound flight).
nonono heli comes into the map and becomes a spawn point when it enters the map boundaries. it is a spawn point from that time and while it is landed. but before it takes off the spawn point becomes a new helicopter that will be coming on map around the same time. just a spawn cycle loop.
ooooooh
and vehicle would (obviously) be set to undestroyable/out of combat area
and players are forced out ofc?
yeah haha sorry if that was a bit confusing the first time
i have seen something similar in arma 2
and yep! forced out before the heli becomes unusable
so yes, doable, but no, not without #arma3_scripting I think
you, go to bed! 🛏️
hmm. any chance youre a master arma script/coder? lol
master, I am not
to show example, I may 🟢
BTW, forum is down...
and nah. im always up till atleast 2am even when i have 7am shifts 
maybe only temp? the biki had a hiccup as well
F5 spam fixed it
"all your F5 are belong to us" ^^
i have seen this JIP heli insertion script, but not sure if that can be adapted
https://forums.bohemia.net/forums/topic/150624-jip-helicopter-insertion/?do=findComment&comment=2389174
(arma 2)
" check if the helo is under a specific distance to the landing point or if the helo already landed, disembarked and is on its way to disappear."
this is a little reassuring though seeing as this guy is perfectly explaining what im asking
so the script from nimrod might actually work for you?
maybe. it also mentions something about separate helis being spawned for each player. i was thinking something more like 2-3 helis on a loop that become spawnable points. may end up needing to screw around with it a bit.
ill see if i can get a screenshot real quick and draw on it.
for testing:
you need to edit _chopperType = "UH60M_EP1"; to _chopperType = "B_Heli_Transport_01_F";
it's also possible that you have to change the unload waypoint. i can't say if it's the same in arma 3
wp0 setwaypointtype "TR UNLOAD";
ahh... cant upload pictures in this channel :L
use imgur
not gonna be my actual LZ but figured an area with a very clear map boundary could help make more sense
as you can see in the scrip, something like your idea can be achieved, but needs some good scripting skill (that i do not have).
you could go to #arma3_scripting and hope for somebody to help you either adapting the arma 2 script, or build a new
awesome ill definitely give it a try! i have absolutely no knowledge of script writing in the game or outside of it, so any help is appreciated!
thank you @last aurora and @prisma oyster ❤️ yall are awesome
🤘
Hey
Can someone maybe Dm me and help me out on the animations and triggers
It won’t work for me when I preview it even though I followed what a video said to do
If you put a custom expression in a trigger, does the trigger only wait until the custom expression is true or does it wait for both the custom expression and the activation to be true? Activation e.g. “Any Player” - “Present”
only the custom expression - trigger detection is this
So if I want both the custom expression and the activation, I’d need to put this and ...?
yeah ok thanks
Hello, I don’t know if this is the right place to ask this question, but it is about mods, for exemple if I download a visual mod to make the water better or a explosion mod with a shockwave, will I be able to use them in a multiplayer game mode? For exemple à sandbox or a KOTH?
Also AI behavior is better with terrain placed objects
@muted grail some servers might allow its use but I'd wager most are set up to use only specific mods.
If any.
Terrain objects simulation type varies per object. They are not all yhe same.
Just wondering if anyone knows why when i add an image to a leaflet or laptop it no longer has the function to hold space to view it ? i've added custom images by changing the texture
i need help on how to use editor (Just basic AI)
Oki, Thanks
@dim kindle What do you need help with? Next time please ask your question directly.
i want to make a mission where i want to "collect intel" and place some object or something which can be picked up by players. how can i do that? (i am very familiar with editing missions, triggers etc, but didn't dive into scripting yet...although i am a programmer lol)
Check these out.
Also, there is an object in the editor which has the "initIntelObject" functionality by default
search for intel in the asset browser
awesome thx! i'll give it a try!
Just wondering if anyone knows why when i add an image to a leaflet or laptop it no longer has the function to hold space to view it ? i've added custom images by changing the texture
Changing the texture how?
when you go into either of those items and go down the the bottom and change the texture to "filename.jpg"
it does show the image i want it to on the laptop/leaflet but i can no longer examine it by holding space like you normally can. i also tried to use to init line but it cant find images anymore
I'm pretty sure I've used jpg on them before and it was fine
yeah the .jpgs do work and the files themselves load only thing not working is the holding space to examine them
Hi all, I don't suppose anyone would be willing to help me create my first mission in the eden editor? got an idea but need a little help
if you ask your question the people can propably help
right now I want to have a helicopter that is controlled by AI that will pick up the players from the briefing area and drop them into the AO
but it's my first time so I was hoping someone would be kind enough to jump on a call with me and help me put it all together
cant get the heli to land 😦
put a land waypoint add time to it like 15 seconds and then put a load module beside it on the ground then move to where you want it and repeat
Does anyone know how to put images on billboards in the editor? I can only find outdated videos with the old editor.
Please @ me.
You will need to convert a pic to a .paa file type. Place the pic into your mission folder, then on the bill bored or sign in the textures section u put the path to the file along with the picture name. I.e.
C:\programfiles\arm3\pictures\picturename.paa
Alright, thank you very much. My mistake was doing it’s with a JPEG. I came to the assumption as it worked with my Ace Slideshows.
people say that other formats work but i have not found them to work at all and if it does i hear it bad picture quality
Hi there ivf just joined after asking for a discord all aimed at arma 3 editors. I’m currently in bed it’s 03:31am in the UK my computer is on sleep with the game open in the editor ready to resume what I’m trying to do. I wanted to ask if someone could join me via voice chat so I can get some help to proceed further with the mission I was attempting to make screenshare preferable. Kind regards
is there a way to change group names to be displayed in lobby?
what kind of mission are u make what is it that u need help with?
Hey , I'm building a multiplayer mission , and I want a mechanism where , when all players enter a helicopter , the screen fades to black for a few seconds and when it clears up , the players are teleported to a specific location. Is there any way to do this? If so , how?
Also , does it require a script?
Does it happen with the AI?
Only
AI pilots
It’s based on mission green light from the knew cod and involves AI special operations flying out of Altis airport to a office facility somewhere to idk say the north west or something. I have created tasks and synced triggers with the intel item as per a YouTube video but I don’t know how to make the AI team swoop in nearby and sneak into the objective to silently bring down the enemy troops collect the intel and then swoop out again. There needs to be cutscenes too
Why are there flags next to my factions? Haven't seen this before, not running any abnormal mods and unless one updated in the past 48 hours to cause this it must be something with vanilla arma https://cdn.discordapp.com/attachments/717756330403954750/793476662100492308/unknown.png
You’ve got options in there that I haven’t got 🤔
try without mods
No flags in pure vanilla, extraordinarily weird because I launched with the same mods as my previous editor session, which didn't have flags. Oh well...
given that it doesn't matter and doesn't add a dependency, I'm not gonna bother checking my 19 mods 1 by 1, so this will remain a mystery I suppose
Does anyone has a unit init script were when dead this unit will spawn after some time on that position?
So uh, I've made a move waypoint, and the peeps won't move.
hmm… poke them with a bayonet
They're in an apc, 50 fuel and health. Limit is 20% health for them to not drive and there is no fuel limit unless it's 0. No matter how hard I try they refuse to move.
try creating another APC close to the one you have, place another waypoint, and see if it works
I've completely replaced the apc and I'll try now
little by little, remove fuel, remove health etc to see if it works or what stops
The units got out and then moved.
The apc is mobile but two infantry units got out
I hate that bug
not a bug, you can script them to remain in it
I mean the commander is giving them an order to get out
I fix it by starting them outside the apc and giving them a waypoint to get in
Because I need them to get out
But not there
And I am EXTREMELY uncomfortable with scripting
Just gonna try my method first
They've got in
APC IS ON THE WAY
YES BABEY
Just gonna check if they get out properly at the waypoint and then set a trigger so they don't move until an objective is finished
Since when do ai obey stop signs?
never 😄
Well this one just did
a rabbit must have crossed the road in front of it
most of the time, it's either calculating the turn or calculating what's after
Haha well that looked like a genuine road law abidement then
I mean I am on a modded map, not a vanilla one, so maybe it has some sort of map scripting if that's even a thing?
Fair enough
I'm on the CUP Proving Grounds
I JUST REALISED MY REINFORCEMENTS INSIGNIA IS A BANANA 😂😂
that would not be #arma3_editor, but #arma3_terrain I suppose
Oh my bad sorry 😄
np ^^ GL!
Thanks hope it works !!!
How do I spawn ai when a trigger is, well, triggered?
I don't want my reinforcements showing up on the map as a marker until the trigger is complete. Yet due to a mod I have, any friendly unit is marked on spawn
…scripting? 😬
Oh boi
Luckily I have SOME experiance in that part. How do I spawn an AAF APC and it's crew/personel?
I would say BIS_fnc_spawnVehicle
(https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle)
okido
be careful, as the OnActivation field is run for every connected machine!
Aha
Well now my repair depot won't repair my fennec or APC.
Never did, but I thought that was due to my mods. Mods are not the issue apparently
Is it because I'm using a NATO repair depot, and AAF vehicles?
maaayhaps, that IDK
I've asked in #arma3_questions and I'll see if I can fix it
Still nothing. Right. How do I script the vehicles to be instantly repaired when they get close to the depot via a trigger?
setDamage for the damage
So I set damage to zero?
How do I do that on a trigger?
And will that apply for friendly infantry too?
kinda, so it has to be specific
I've got it on the trigger
if that's only for one vehicle, link the vehicle itself to the trigger, should do
And don't worry about specifics, I've got the trigger overlapping a medical facility and repair facility, right next to each other, so it applies for both
Okie, trigger did not repair the vehicle.
Im using setDamage; 0
can someone help me use editor just got the game want to get into it but dont know how
Okie forget the repair. This is a "work with what you've got" map, after all.
Is it possible to remove patches from the ACE arsenal?
Does anyone has a unit init script were when dead this unit will spawn after some time on that position?
There is to much for Someone to teach I would highly recommended YouTube videos on editor
Not sure if u would do it that way u may have to make a script or function that does it for you. I would ask In the scripting channel maybe?
Yeah i'll ready sent th question over there @vale inlet
I forgot but is there a way to open a mission that has missing mods that just deletes the modules etc
I've heard that merging it with an empty mission can work
Merging it?
its an option in 3den
its somewhere in the scenario options i think 

i have a question for you.
exit the game to return to the mission hall there is no column of arms how to solve
I am sorry, but I cannot understand the question ("column of arms")
oh, i made a map and put in six controllable AI . after the administrator disabled the AI input, five AI were generated. After about 3 seconds, the body died without reason and did not disappear.
How to make an helicopter extraction?
I am not super well versed in the editor and I need to make certain zones instantly kill the player when they enter the zone. I am basically making a border around a section of the map that kills players when they try to leave. How can I do this?
I have already made the border using rectangle ellipses. I just need to make them a kill zone.
@ me
If the zone is not trigger-shaped, you can use https://community.bistudio.com/wiki/inArea to set up a condition for your murders.
If it is trigger-shaped, use a trigger.
are there any tutorials for the more advanced features of eden?
@dim kindle Which features you mean?
triggers and such
@wind raptor my zone is trigger shaped. How exactly can I make a trigger instantly kill all players when they enter the area?
Enter or leave?
You explained above that you want the players to be killed when they leave a certain area, this can be done by either killing them when they leave the area of a trigger (the area they are supposed to stay in) or by killing them when they enter the area of a trigger (the area they are not supposed to enter), that's why I'm asking.
I am going to use multiple triggers to create a surrounding border. When they enter the trigger, they die.
@stable anvil What's the shape of this area? Generally the simpler the better for most things.
You can use:
unit setDamage 1;
That will kill the unit you want instantly once the conditions are met.
Just make sure to replace unit with the variable name of the unit you want to die. Or if there are multiple players, set the trigger to repeatable and use:
thislist select 0 setDamage 1;
In that case, place this code in the On Activation box of each trigger and set the triggers to be repeatable:
{
_x setDamage 1;
} forEach thisList;
```Your activation condition should be "Players present" or something like that.
"Server Only" can also be ticked for a little boost.
{
_x setDamage 1;
} forEach thisList;
``` is this all the code I need as long as I set it to “players present”?
@wind raptor
Yes.
Only if you give it a size, otherwise it'll just keep killing all players on the map.
You can tick "Server Only" too, it's enough to check this on the server.
Do you know if the AI can use, AP rocket on infantry unit ? Because I never saw them use it.
yea i got the size done, its working perfectly
thanks a lot
I do need help with one other thing if anyone is up for it
I need a marker to be able to randomly spawn at one of 8 set locations
so at the start of the mission we dont know where it will spawn
initServer.sqf:
"MyMarker" setMarkerPos (selectRandom [Position1, Position2, ...]);
I don't think the vanilla AI does it.
Replace them with things that look similar to this: [0, 0]. The first number is the X coordinate, the second number is the Y coordinate.
ok
Exactly.
oh so position1 is X and position2 is the Y
got it
do I keep the quotations around MyMarker?
Yes, marker names need quotes.
"MyMarker" setMarkerPos (selectRandom [[X1, Y1], [X2, Y2], ...]);
```It should look like this in the end.
ok
"EndZone" setMarkerPos (selectRandom [[9991.605, 10136.208], [12066.896, 10459.807], [11762.169, 8979.034], [11199.484, 8715.893], [8925.344, 7493.565], [10729.951, 7617.473], [12447.639, 6994.803], [13803.274, 6390.537]]);
how does that look?
and my marker's name is EndZone
Parenthesis aren't needed
And I prefer one position per line, or a more clear seperation.
It's a bit hard to spot bracket errors in there
Yep, looks good.
wait it is only spawning the marker at one of the 8 locations
which is the third one listed
[11762.169, 8979.034]
Naaaah should be random.
Poor () why do you hate them
why do you not trust them 
lol
i need help with another thing lol
i didnt think i would
i thought i would be able to get it to work
but this is the current init.sqf file i have:
"EndZone" setMarkerPos selectRandom [[9991.605, 10136.208], [12066.896, 10459.807], [11762.169, 8979.034], [11199.484, 8715.893], [8925.344, 7493.565], [10729.951, 7617.473], [12447.639, 6994.803], [13803.274, 6390.537]];
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if (vehicle player == player && !(player inArea "EndZone")) then
{
player setDamage 1;
};
};
};
};
I want the endzone to wait 10 minutes then kill all players who are outside, and continue to kill players that leave
basically i want the endzone to be a safe zone and everywhere else to be a kill zone but it takes 10 minutes to activate
@wind raptor
First of all all this must be in initServer.sqf else it gets executed every time somebody joins.
I recommend turning on the color thingy (forgot the name), you can do it by adding sqf after the first three `
is it css?

what is the letter code?
atleast it looks like it to me
"EndZone" setMarkerPos selectRandom [[9991.605, 10136.208], [12066.896, 10459.807], [11762.169, 8979.034], [11199.484, 8715.893], [8925.344, 7493.565], [10729.951, 7617.473], [12447.639, 6994.803], [13803.274, 6390.537]];
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if (vehicle player == player && !(player inArea "EndZone")) then
{
player setDamage 1;
};
};
};
};
you forget that i am a dumbass
initServer.sqf has no player, and you want this to run locally and init.sqf doesn't run repeatedly, soo... Nonono
so do I rename the file to initServer.sqf?
Not on mobile 
No leave it as is
initServer is wrong
i am using init.sqf
Huh really? let me check
Have you tried just adding logging to your code to see what it's doing?
Well every player that joins is going to move the "EndZone" marker to a new place.
Huh odd, it really doesnt work
Maybe wrap your code in a
[] spawn {...}
init.sqf is supposed to end at some point
Ah yes.
Probably want to use setMarkerPosLocal instead
someone else made that code for me lol and I put a few things together
Or do you want a different pos per player. Or just one pos for all players?
no
for all players
but that isnt the problem
forget about the top part
the part that isnt working is the bottom part
"EndZone" setMarkerPos selectRandom [[9991.605, 10136.208], [12066.896, 10459.807], [11762.169, 8979.034], [11199.484, 8715.893], [8925.344, 7493.565], [10729.951, 7617.473], [12447.639, 6994.803], [13803.274, 6390.537]];
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if (vehicle player == player && !(player inArea "EndZone")) then
{
player setDamage 1;
};
};
};
};
The top part you don't want in init.sqf then.
It should be seperated from the bottom part
ok how do I do that?
Move the top part to initServer.sqf as ansin said, but leave the bottom part in init.sqf
oh ok
How big is your marker? It's a area marker right?
Does the inArea check work? Have you tested that with debug console for example?
While you're testing alone the top part will work, but once a second player comes in it breaks.
alright i seperated the two codes
now let me test to make sure the top part is still working
ok it is working!
now I need to fix the bottom part
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if (vehicle player == player && !(player inArea "EndZone")) then
{
player setDamage 1;
};
};
or what was the bottom part
that is now the sqf file
@wind raptor @sinful zenith you guys have any idea what the problem with this might be?
Looks like too many }; to me, could that be?
ohh
yea
it was part of a bigger script
and i forgot to take those out
does it look better now @wind raptor
A bit; does it work though?
ok it works
but there is one problem
it wont kill the player if they are in a vehicle
how can i fix that?
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if !(player inArea "EndZone") then
{
player setDamage 1;
};
};
@wind raptor
Remove vehicle player == player &&
ok
better now?
sleep 600;
while { true } do {
waitUntil { sleep 1; alive player };
if !(player inArea "EndZone") then
{
player setDamage 1;
};
};
@wind raptor
Looks like it should work.
ok
Howdy folks! Any way to hide a radio-trigger until conditions are met?
Technically you could do
sleep 600;
while {true} do {
waitUntil {sleep 1; alive player && !(player inArea "EndZone")};
player setDamage 1;
};
```But it's not necessary if the other version works, it's just prettier.
@ripe estuary I guess you could create the trigger via script once the conditions are met, don't know if there's another way.
hey does anyone know how to use this script function?
https://community.bistudio.com/wiki/ctrlSetModelScale
to achieve a result like this
ive tried using it as I would expect it to work but cant seem to get it to work
and change the scale of anything
the tweet says it all: setObjectScale
You cannot use that command to achieve that
ah
thats me made a fool of myself haha
thanks for the quick response
is there a biwiki page for the setObjectScale? Im a total noob at writing any scripts so I sort of have to pinch a example
There's a wiki page for every command yes
You can just put the command name at the end of the URL
https://community.bistudio.com/wiki/ + setObjectScale
found it, thanks!
ill try to actually read a bit before i ask questions like that again 🤦♂️

Not possible, since the trigger is tied to a waypoint..
Hey, quick question does any of u guys know how to remove/rename Location markers? pls help ^^ (I'd like to remove a village and i'm not the map creator so i dont know the excact name of the marker)
unsure if you can delete/hide/interact with terrain ones, but you may want to take a look at
https://community.bistudio.com/wiki/Category:Command_Group:_Locations
Of course you can synchronize the trigger with the waypoint via script 
i've checked that out already but i've no clue bcz the delete option aint working without the right name as far as i know
location deletion does not take a name, but a location reference
smth like "marker1" or what do u mean by location reference
do you mean "marker" or "location"…?
Location like a village name !
"marker1" is a string, a marker name
a location is obtained with e.g nearestLocation
You can only edit/remove locations that were crated via script
Can someone help I’m trying to get 2 Russian fighters equipped with both a CAS and an Anti tank weapon one with CAS the leader with AT. I want them to strike an unsuspecting NATO patrol. but there not instead they continue to over fly the units and then engage even out with the area or forces I wanted them to attack even specifically put the waypoints down I want 2 Russian artillery vehicles wich are trucks not tanks or stationery however these 2 will be stationary I want these 2 vehicles to stay in the outpost were there is a firefight down below between Russian and NATO I want them to stay inside the trucks for one as they keep getting out despite having stay in position and another option wich is supposed to prevent them even moving but they still get out and piss about. They don’t use the artillery weapon to seek out the hostiles not far but opposite side of were they are I even have 2 Russian troops with a LAMBS waypoint something artillery call artillery I think it is to actually call it in. nothing, Anyone ? this is why I give up
humm… one problem at a time, and punctuation please 😬
if you want them to engage targets, place "DESTROY" waypoints on the wanted target(s)
It was a destroy waypoint
There’s 2 move waypoints a destroy waypoint and then a further move ( do you mean use all of them as destroy and only the one move waypoint after it’s flown over and dropped it’s weapons
how do i make it where it shows someone shooting someone else from behind then shooting the wounded person in the head while they are down
i been trying to do it but it doesn't work
I think there's animations if you mean someone killing a prisoner
How do i set up troops from the spawn ai module in eden to move in on a location?
@spark crest
An easy way to keep a vehicle in place is to empty its fuel tank in its attributes or delete the driver while keeping the gunner.
As for Ai bailing, try turning up their Courage and you can get them to fire at certain plane(s) with : https://community.bistudio.com/wiki/fireAtTarget
Ok, so, I just SORTOF made a mission
I wanted to create a basis around ravage that I liked, custom respawns revives etc...
And have everything set up
But I don’t know how to actually add the ravage mod itself to my scenario
How do I do this
@celest oxide Under Systems on the top right in the editor, there should be modules for Ravage.
Thank you
No problem, I don't have any experience with that mod, so I'm not sure exactly how the modules work or anything. So just try placing them and see what happens.
How do I make the load outs that people can choose from when they respawn
Thanks I’ll try I’ve tried that Wikipedia before and can’t work out what bit I put in the game or copy and paste to the game or what they refer to etc
Easiest way would be to use the arsenal to create the loadouts, save them, and then you can load them as default loadouts. You can then create an arsenal object near the respawn area. And assign the loadouts you created to the arsenal object.
https://community.bistudio.com/wiki/Arma_3:_Arsenal Here for further information.
@spark crest
Or just use a simple doFire :
https://community.bistudio.com/wiki/doFire
• Name the shooter ( AAguntruck1 )
• Name the target ( plane1 )
• Then put this into the shooter's ( AAguntruck1 ) INIT :
AAguntruck1 doFire plane1;
The shooter will fire at that target when in range ( and only that target ).
Have a 2nd target? Use a 2nd shooter, ect.
I've used doFire for an RPG unit to only take out a particular convoy vehicle or a FIM-92 Stinger unit take out a particular helo in a flyover formation, ect.
How do I do a cinematic that is like this
that what is like what
anyways
im fairly new to arma 3 and i just like to shit around with zeus but my options are limited
where could i find a mod that adds more explosives to zeus
like what
?
what do you mean with 'explosives'?
Also I recommend grabbing Zeus Enhanced if you havent yet
what does it do
lets zeus do more stuffs
also i mean explosives by the shit like the mortar strike, artillery, etc...
the workshop page can tell you more
Ah, not aware of any that add more of those 
Feel free to be the change you want to see in the world!
Can anyone pm me and help me out I’m looking to do a cinematic where Russians are invading into the U.S. but with some of the Russians being undercover in U.S. Marine uniforms
You can start them as US Marines and then switch the side they're on with a script.
How do I do that
Can someone pm me and help me out with it
I only know how to use polplox animations and I’m trying to have it to where they take hostages and execute them
There is no short magic way to do it. You will need to set up different kinds of scenes and sequences using scripts and triggers and run them and capture them and cut together the movie
Anyone know if you can put one vehicle in another in eden ( i dont need it to drive, just be there)
you can disable simulation for one of the vehicles, or attachTo it if you want the vehicle in the other vehicle to follow the second one
How do I manually put things in a planes inventory in editor, I know that u can go to attributes then to inventory, but that inventory menu is really hard to find anything, is there a way where I can like select an item then somehow add it?
not without an Editor mod no
Hey guys how do I change the player role order in the lobby I.e. the slots at the bottom I want at the top etc etc
Is it only dictated by the order they are placed?
order of placement i think
Ah thanks mate
3den enhanced is a very very good tool. It has a loadout manager which you can use with boxes and vehicles. (Under tools drop down I think)
It has a search function also!
Lastly 3den enhanced will not put any dependency on your mission for that mod.
CBA has a WIP UI to change the order.
It's not working perfectly tho and thus not available
Good to know thank you dedmen. Any plans to have something available in the vanilla game? I mean I'd understand if not as its not like major but a nice quality of life addition
No
Hi, I'm kind of new to the arma 3 editor. I was just wondering if there was a way I could make a singleplayer map multiplayer. Or if I could just open and edit a workshop map in the in game editor
1/ ideally, ask the owner for at least permission
2/ if there is no scripting, sure
3/ if there is scripting, it may need adaptation
Hey there im trying to make it so supports (simplex Mod installed) only show up after the player runs into a trigger anyone know if thats possible
Hey, I've been trying to destroy a bridge in Arma and can't come to destroying it, I've found posts that say its possible, it is not possible etc. So is it possible to destroy a editor placed or bridge place by the map creator?
point at it in Eden
in the debug console, run cursorObject setDamage 1
if it gets destroyed, yes, if not, no 😬 😉
How can I point at it if I'm writing stuff in the debug console
Oh alright. It doesnt't destroy it so I suppose its not destroyable
yep, some are invincible
Hello people, I'm new to the editor and wanna know how to make custom missions type of thing, where i can drive A.I into battles and then later pick them up in a heli?
Just finishing up my very first mission! No scripting at all!
I have, however, ran into an issue. I have several trigger set to "Radio Charlie" and "Radio Julliet" but I don't get the option to radio them
Any help?
Fixed it. Hadn't given it a name to show up as
New problem - Now the helicopters assigned to the triggers won't take off.
been trying to figure out how set an objsct , like a tank, when destroyed ends the misson.
This shouild workbut doesn't: []call BIS_fun_endMission;
sorry fnc
you can use a trigger and set the condition when activated to end the mission
condition:
!alive unitname
Right I've done that but mission doesn't end
Also is there a global setting for the AI? or doI have to set all AI units individually? Strength = 5-%
You can change it in your local difficulty settings (only works for SP and local hosted servers).
On dedicated servers you can change the difficulty presets: https://community.bistudio.com/wiki/server.armaprofile#Arma_3
There's a Set Skill module which allows you to set the skill of AI (unit, group, all?), which also works with triggers.
There's a function BIS_fnc_EXP_camp_setSkill which can change the skill per side.
Or you can make a small scripts with setSkill which loops over all the AI you want to modify.
Thanks Grezvany
If anyone wouldn't mind helping, i'm currently working on a aircraft carrier raid for me and my buddies but have run into some problems. Do ai not detect floors on ships? Everyime i spawn in a blufor character to test out the scenario, the ai all just start shooting at it through the floor. Is this a bug on my end?
I am using the ravage mod and the map is showing everything... where the enemies are... zombie hordes etc and it’s ruining the game, how do I get the map, to just show the island, without all of the game breaking
The carrier isn't really useful for AI due to the way that its build.
It's for example known that AI will try to "swim" to land, because they don't know they're on a ship, or shoot through walls/sections since they don't exist for the AI properly.
Speaking of that @fading goblet how do u drive th carrier
you can't, it's a static object, not a vehicle
Is there a mod that makes it moveable
attachTo to a RHIB 😄
in that case you need to attach all parts to a RHIB 😉
Hey I got it working, I had a typo on '!alive unitname'. DOH!
hey guys, i cannot get zeus to work, ive follow the youtube tutorials, any help?
( specifically this one https://www.youtube.com/watch?v=UR_TN_XiZNE)
When i hit the Y bind it does not do anhything, i do not go into zeus
however if i do forced interface i can get in
Check your key config
How what
Hey all
Is there a way I can drop a specific crate using its classname from the virtual supply drop support module?
its a ace arsenal crate weve made in our mod so its in the editor with its own classname etc
asking about the custom name on the liberty, where do i put the name.jpg? can i put it in a mission folder?
nvm figured it out
may someone help me real quick to figure out what doesnt work in my mission file, i cant enable zeus
nvm, forgot to name the variable
Hello everyone, maybe someone can help me, I have created a trigger so that the set conditions plus the speed greater than 30 trigger the trigger. I can't select all units but only "Player" is possible. That means that the AI cannot trigger the trigger, but I would have liked that the AI could trigger the trigger on all sides.
The code in the trigger (condition) is: "This && speed vehicle Player> = 30;"
Instead of Player I already tried allUnits, and tried allPlayer but then the trigger didn't fire. Unfortunately.
speed This
or not
theres a special array for things that are firing the trigger
its probably mentioned somewhere in the BI wiki for trigger page?
Can you please write the Code? I have Reading the Wiki but i have no Plan, sry
no sorry cant remember it off the top of my head
Hello. I am new to mission editing as well as the Eden Editor (just got into it a few days back). I need some help.
I have a truck set up with the player sqaud in it. I want it to move to a waypoint and then have the soldiers disembark automatically. The truck goes there alright but I can't get the soldiers to disembark.
Unload Cargo waypoint iirc
I usually use transport unload
How do I take a mod out of a mission? I can't use RHS: GREF/ACE compat on servers.
Merge onto blank one with the correct mods loaded and re do things like attributes and carry over any external files
Unless there is a super easy way I think that's the quickest
After you merge uou saveas and overwrite the old one
you can also remove the dependency from the mission.sqm file by hand
that way you dont loose the other stuff
Ah I forgot how to do that bit
note that arma can crash if you try saving the mission while there is still a reference to an item from a mod that isnt laoded
That one made me scratch my head a bit when I spent an hour trying to figure out why I couldnt save, when it was all caused by one tourniquet 
I know you can delete certain bits but forgot which one but I know you have to un binarize it
imo unbinarized should be the default option anyways 
most people don't manually edit their mission.sqm
and binarized is more efficient to save and load and lower filesize
how big is the difference in saving/loading speed?


For most 'normal' missions file size isnt that important anymore I think
assuming that the mission maker doesnt go crazy on adding images and stuff
and with images the binarize doesn't help anywy
, does it do anything for sound files?
no
Then I still feel that unbinarized is better
But ye I wish 3den just had an option to load the file anyways when you're missing a mod
I'd also like it to show when you load up a mission with more mods (similar to the way rimworld does it), but eh
Maybe its time to go to #arma3_feedback_tracker 👀
is there a way to disable collisions with an object while keeping it?
What? 
im trying to use a net cover for a build but one of the poles is blocking access to it (for vehicles)
i know theres the disable collision command thing but from what it seems, its buggy
||from the stuff ive looked up||
have you tried it?
Hi folks...
there's a way to set up a trigger with " unit 1,2,3,4 in the player group as condition?
Sort of: sqf if ([u1,u2,u3,u4] in player group) then {execVM "script.sqf"}
in doesn't take array
you need to iterate through them, preferably findIf and check each seperately
Then '' if ( u1 in player group) then {execVM "script.sqf"};'' could do?
Beside.. how do I translate that in a trigger condition?
group player*
[u1, u2, u3, u4] findIf { !(_x in units group player) } == -1
SO...in the trigger cond: '' this && [u1, u2, u3, u4] findIf { !(_x in units group player) } == -1'' ???
ìs in group a thing?
nope, but it could be 👀
I wonder if arrayIntersect is faster?
I don't (but maybe 😄)
[u1, u2, u3, u4] arrayIntersect units group player
if i wanted to disable AI on some units, how do i do that without that multiplayer menu?
deleteVehicle?
or leave the soldiers but remove their "intelligence"?
I want to make them not move around, so removing intelligence wouldnt work i dont think
not move around, disableAI move
It never occured to me...
I know that Triggers are local on all machines.
But did you know that execution of triggers linked to objects (even when it is a player) only works on the server?
a trigger can be made server-only with a checkbox
I know
but that is not the case
I have 1 trigger
"anybody pressent"
the On Execution is done on all machines
trigger #2 is linked to my unit. with 'owner pressent'
and the On activation is only executed on the server
and I made sure server-only is unchecked
is that a bug? or intended behaviour?
@prisma oyster i tried doing disableAI on all of the inits of the infantry, but to no avail
foudn another way, but either way thanks
Need some help i'm trying to make a mission on Zargabad with civilians walking around. Im looking for something like the old arma 2 civilians module where it would spawn civilians. But I want it to use takistan civilians and not the arma 3 civilians. anyone know any mod or ways to do this? Thank you for the help.
So, quick question. You know how in the campaign you see guys standing around, sitting on H Blocks, kicking up dust, or standing in front of a board point? How would one make AI do that in the editor? I wanna make some ambient base AI, but everything I have tried doesn’t work
You can try the mod "3den Enhanced" that is how I do AI animations. It say the animations don't work in MP but I have got them to work before.
Ok, thanks
Script commands that play animations can be used for such effects. In MP too.
Hi. Can anyone tell me how i know if an object i placed in the edtitor (a table f.e.) is from a specific mod or the vanilla?
if it doesnt have a mod icon, you can look at the classname and propably figure it out through that
Where is the mod icon if theres one?
Behind the description in the type sectiom at attributes?
Right of the asset name
Where does it say that?
@small patrol @broken inlet ok thanks i will check

Is there a built-in timer module?
Like a reverse countdown. Something that records how long it took to complete an objective.
Not that I know of. But it's easy to do with code:
StartTime = time;
//Wait until objective is complete, either with trigger or waitUntil...
TimeItTook = time - StartTime; //The time it took in seconds.
Thanks for the answers.
Anyone else noticed this?
Is it intended behaviour or is it a bug?
I have to ask, vanilla?
Yes
Here is an example mission
Trigger around the yellow sphere is executed on the server
Red sphere trigger works as advertised
Hey guys somewhat novice editor here. I have a couple questions I need help with anyone willing to take the time to answer them I am grateful for! 1. How do I get AI to take off the carrier?
2. How do I get the AI to take off the carrier once im ready to launch off the carrier?
3. How do I get deck crew to do launching animations for take off?
4. How do I get the game to have voice communication between the tower and player?
5. How do i implement music on launch from carrier?
example of what im asking for : https://youtu.be/kafv-h6sijg?t=60
(I doubt there is anyway to do these without scripting so...)
1.) AI usually takes off upon a waypoint assignment but I would have doubts on carriers. So you may need to script the take off sequence for it not to fail. (An application of speed just like in video, or even better a gradual speed application along with a move waypoint should do the job.)
2) Pretty much same as (1) I believe?
3)You need to find out animation names and play them using either switchMove or playMove. (Once you find the animation you want in animation viewer, just copy the weird name it has and use it along with one of the links below.)
https://community.bistudio.com/wiki/switchMove
https://community.bistudio.com/wiki/playMove
4) You can use conversations for a proper setup. CfgSentences along with kbXXX commands or BIS_fnc_kbXXX functions. (ie. kbTell or BIS_fnc_kbTell)
https://community.bistudio.com/wiki/kbTell
https://community.bistudio.com/wiki/BIS_fnc_kbTell
To understand what Conversation is...
https://community.bistudio.com/wiki/Conversations
Personally never developed a conversation so I cant provide much info about whether commands or functions are more beneficial to use.
- Once your script on (1) is done, you can either add a line of playMusic or use a trigger with music. (imo , if you got a script, just add the line.)
https://community.bistudio.com/wiki/playMusic
Vanilla Musics: (You will use the class name as described in link above.)
https://community.bistudio.com/wiki/Arma_3:_CfgMusic
Custom Music: (ie. Something you added to your mission, which in this case requires you to add music to mission config.)
https://community.bistudio.com/wiki/Description.ext#CfgMusic
You could also have a look at how BI (or B01) did it for the Jets DLC showcase mission: Arma 3/Jets/Addons/missions_f_jets.pbo/showcases/showcase_jets.altis.
Thank you for the information unfortunately I know nothing to scripting so ill lost forsure. I just found out a mod called eden enhanced allows me to alter their animations so that was nice to hear so i just got to figure out how to only have that animation active when just taking off.
I dont know how to open that. Im really oblivious and lost when it comes to scripting. Thank you for the tip though!
Guys Does anyone know how I can turn The Independents against the BLUFOR?
Check the mission General settings in Eden Editor @coarse roost There you can change the relations
@plain gale Dude, I'm new to Arma 3, I'm very Noob in that question, could you do a step-by-step for me if that isn't a problem for you?
Sorry
I will refer only to the name ok
and the attribute with the blue and red flag is what you are looking for
There you can define which sides independent are friendly too
Also, bookmark this page https://community.bistudio.com/wiki/Category:Eden_Editor
yw
im trying to get an AI helicopter pilot to land on the ground and stay there for a bit (so that the players inside can get out and maybe take shit out) before going to their waypoint, i have LAMBS, what do
ty
Hello Dear Friends, my m8 and i are trying to setup an Exile Chernarus 2035 Server we modded the map a little bit and asked a few people if they could help us setting the whole thing up but they couldn't.Bcz we never did that kinda server setup and installation stuff so we're looking for people that could help us with that kinda things. They'd get paid for that of course if they would be able to setup that whole thing and explain us some things | Just Text me via direct if u wanna know more 😄 ty for ur time
—- How can I make vehicles destroyed before scenario begins? (No flames or smoke, but a vehicle wreck from start)
try the setDamage command:
this setDamage [1, false];
can anyone tell me how to enable the compositions tool?
It can't be disabled, you just don't have any compositions (saved) by default.
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition
Does anyone know how to set a respawn position and make it actually work because when I try it I respawn where I died
in the Eden Editor Multiplayer options, try to play with Respawn choices
I tried most of them but I still spawn where I die I saw on steam you have to place a respawn marker
a respawn position module can do, if you check the good options (e.g "select your respawn point" iirc)
otherwise yes, a simple respawn_west marker will do
Oh thank you
Does anyone know if it’s possible to move a static object in editor via script, I am trying to make a cinematic and the animation on the unit is currently walking in place and I am curious if you can make it move.
Can you elaborate further, I don't understand how you unit is both a static object and playing an animation.
I place a regular unit, apply a running animation, but the animation just makes the unit run in place
looking to make a old man scenario using the OLD MAN modules but dont understand how to get the modules to work.There is not much in literature much less even a video showing how to use these modules. The stuff I found from bohemia is not much and hard to understand. Could some please help me with this thank you..?
https://community.bistudio.com/wiki/Arma_3:_Old_Man_Systems @rose kettle Did you read that?
yes it is just a bit confusing
Well, it's a complex system, it's hard to write documentation that will guide a newbie step by step.
Let us know how we can improve it @rose kettle
A small video showing how to get started would be helpful its better to learn this way then from documents
Basically I want to make farcry game is there any other mods or modules I can use to help make that.
this kind of complex things are not really video tutorial material
ok so to my second question is there any mods or modules I can use to make a far cry like scenario ...I know how to make mission OBJ and make small missions but want to make something more interesting like farcry 2 style
Well, you can do it, but other than the default modules there won't be a lot for this specific scenario.
So in the end you will need to write a lot of scripts yourself to make it work
yeah that one thing I have no clue how to do...scripting is alien to me lol
complex features cant really be made without it
ok well thank you for your honesty
anyone know how i can place stationary vehicles that are running so i can practice bombing using thermals?
use the engineOn command
this engineOn true
anyone knows of a way to make weapons props? so you wont be able to pick them up or interact with them
Simple Object perhaps
yeah but how to i make a weapon a simple object
Use p3d
what even is that? and do you think that theres any other methods that are not complicated?
I thought about lockInventory but as in #arma3_feedback_tracker it didn't worked in the latest Dev-Branch. Looks like not a desired result yeah
So, currently no I think, if you don't want to use Simple Object?
damn man
@modern locust you can try the bis fnc:
https://community.bistudio.com/wiki/BIS_fnc_replaceWithSimpleObject
[this] call BIS_fnc_replaceWithSimpleObject
I'm not sure if it works (it might even cause a crash)
@modern locust @small patrol turns out setting damage 1 will do it! 😄
this setDamage 1
(or use the Health/Armor slider)
the weapon can't be picked up anymore
Oh dear, what a big brain idea!
i just past this in to the init and thats it?
yes,
or use the Health/Armor slider and set it on 0%
you are the man!!!!!!!!!!!!!!!!!!
Hey there, does anybody know how to add Intel Items withouth deleting them and so that it doesnt notify other groups?
I dont understand the way how it should be done with the BIS_fnx_initIntelObject
If you want the intel to be picked up multiple times and limit who you notifiy.
It would probably be easier to just use addAction to an object manually and use createDiaryEntry to simulate the intel. Basicly recreating the functionality of the bis_fnc with sqf.
This because the bis_fnc will always remove the intel and dynamically limiting who gets notified would require an eventhandler and createDiaryEntry either way. As the reciepients must be specified BEFORE the intel is picked up.
I'd write you the code but not at my pc rn.
Hello everyone, I need your help. Could you help me, I try to made a CAS but with laser homing. But I don't would like to made the player made it. Can I use a script or something ?
@urban wedge Not sure if I understand your intentions correctly. If you are trying to mark a CAS target with a laser via script, you can use createVehicle with the LaserTargetW (W or E, depending on the side) class. The LaserTarget object can then be targeted by CAS.
I am not very good at editing can you explain ? 😅
What I would like if it's possible it's. Made a AI or maybe even nothing to target a vehicle.
So let's say you want to have the effect of somebody lasing the target MyTarget for CAS without actually having someone lase the target.
Then you can use this code ...
private _lt = "LaserTargetW" createVehicle [0, 0, 0];
_lt attachTo [MyTarget];
```... and the target is lased for BLUFOR and CAS can engage it.
PERFECT ! 🤩
I am a bit annoying but could it possible to made this for missile guide ?
With laser ?
😰
setMissileTarget
I'm trying to switch the sides of the players in a trigger area using this code:
_enemyGroup = createGroup east;
player joinSilent _enemyGroup;
player setPos [6183.95 + random [-10,0,10],6274.57 + random [-10,0,10],1];
However, when I test it out it throws out Generic error in expression. What do I do?
Or most importantly, how do I keep player groups intact and only change their side. For example, I want the all the players of group "Alpha" from BLUFOR present in the trigger zone to get teleported to another location and have their sides switched to OPFOR. This way, if player "X" enters the trigger zone late as BLUFOR, he can still be in the same party as his other mates in the OPFOR side.
When creating opfor group for blufor group store it in a variable on the blufor group.
Then when switching the player to opfor group you can get "destination" group from his current blufor group.
How exactly?
Scripting, I won't write code for you. I gave you the "recipe".
Also coding on phone does not really work.
how will zbe cache or bsi dyn sim behave while intensive unit switching?
Hey guys! im trying to make a blackout effect, but its not going well
This is my current code
hint "Initiating blackout. Standby for transformer overload...";
_lightypes = [
"Lamps_base_F",
"Land_LampAirport_F",
"Land_LampSolar_F",
"Land_LampStreet_F",
"Land_LampStreet_small_F",
"PowerLines_base_F",
"Land_LampDecor_F",
"Land_LampHalogen_F",
"Land_LampHarbour_F",
"Land_LampShabby_F",
"Land_PowerPoleWooden_L_F",
"Land_NavigLight",
"Land_runway_edgelight",
"Land_runway_edgelight_blue_F",
"Land_Flush_Light_green_F",
"Land_Flush_Light_red_F",
"Land_Flush_Light_yellow_F",
"Land_Runway_PAPI",
"Land_Runway_PAPI_2",
"Land_Runway_PAPI_3",
"Land_Runway_PAPI_4",
"Land_fs_roof_F",
"Land_fs_sign_F"
];
for [{_i=0},{_i ˂ (count _lighttypes)},{_i=_i+1}] do
{
_lights = getMarkerPos "Blackout" nearObjects [_lighttypes select _i, 500];
{_x setDamage 0.95} forEach _lights;
};
It doesnt want to work sadly
@sacred briar
please use markdown for code
https://gist.github.com/matthewzring/9f7bbfd102003963f9be7dbcf7d40e51
since this question is scripting, head over to #arma3_scripting
I think setdamage 1 will
will do, apologies how do you use markdown?
no worries.
it's described in the link
Oh sorry i thought it was a program or something 😅
setHitPointDamage.
Doesn't work on all objects.
Like forget about fuel station lighfs
Also not a fan of crossposting, but I guess that's two different questions 
How would one add in voice recordings to go along with radio dialogue?
https://community.bistudio.com/wiki/Description.ext#CfgRadio is probably what you're looking for, unless you want to script it even further: https://community.bistudio.com/wiki/Conversations
Im using this setObjectTextureGlobal to reskin a Buzzard but it dosnt skin the wings, any help appreciated
the skin isnt made for a Buzzard but how would I do the wings also
?
Change the index to 1 I think
that was it! thanks
I need create a clear house mission. My issue its that when i start the mission the enemies start to randomly walk and get out of the buildings, i want to know a way to fix this
@ebon delta you can turn off their pathing out right in their attributes in the editor, but they wont move at all. I put doStop this; into their init field to keep them in position until they see or come under enemy contact in my missions.
I’ll try that man thanks
Not sure the specific of what you're trying to do but I imagine utilizing a bit of both could make for some believable breach and clear scenarios and cqb.
Hey, I've been playing fallout nv a little bit recently and it made me wonder
Has anyone tried making a fallout nv style gaming in arma 3?
With dynamic world features and stuff
I always liked fallout new vegas's realistic open world/story structure even when I wasn't a big fan of the combat system or the setting
If not, I think it would be worth a shot
Maybe not with the same scale, but to start it out as an arma 3 mod/scenario would be super neat imo
Instead of the mojave wasteland, it could be a post-wat altis
Protect local villages, side with nato/csat
You could even create new factions
Just an idea
Only thing I could think of to be an issue is how you would make factions hostilities work when arma 3 is limited to 3 factions two of which will always hate each other (to my knowledge)
first of all you can have up to 4 "sides", not "factions"
you can have an infinite number of factions (theoretically)
it depends on how many factions mods you have installed
second of all, the side relations can be adjusted by the mission maker:
https://community.bistudio.com/wiki/Side_relations
and you can have two extra sides which are always friendly/enemy to all other sides (sideFirendly/sideEnemy)
I'm not sure how you make someone join the sideFriendly tho
as for the original question, it is perfectly possible to create what you ask.
but it'd be a PITA to make
it'd require a team of experts
Aftermath mod has the assets and map. There used to be a roleplay thing as far as I know but I dunno how active/alive all of that is anymore.
I'm not necessarily talking about having all of the rpg features
Just having the open world stuff
Which is the thing that made new vegas so great in the first place after all
Old man is that in vanilla setting
Aftermath is dangerous to use since it uses ripped assest
it might get removed any day
Hello again;
does anybody know how it works with the spectator slots? Sometimes i can go into the "Spectator View" and sometimes i am just drowning in the water. One other problem is that under the respawn menu is now the spectate thingy, where i have no idea why it is there for the players.
anyone available to chat
How do I get a Trigger object to activate an AI's waypoint? I want to have an AI unit being idle until a Trigger is called; then the unit would move to the designated Waypoint.
https://community.bistudio.com/wiki/Eden_Editor:_Waypoint#Waypoint_Completion
Use a (helper) waypoint at the idle position and sync that waypoint to the trigger.
uhhh guys i think i may have fucked a map and i dont know how to undo it
as its staying like it even when mission file is reset and its a part of the vanilla map itself
We'll need some more info to help 
i just realised i cant send pictures
uhhhm
should i just post it in #screenshots_arma
ye should be fine
Does anyone know how to identify a smoke grenade after it is launched? Example activate a trigger when a smoke is thrown
@wanton patrol "Fired" Event Handler probably.
Thank you @wind raptor that should be on the wiki right?
Yes.
How do I activate a trigger with a specific boolean = true, that has been determined in init.sqf as false and been changed to true later on in script?
I've been trying
Condition: myBoolean1 = true;
Condition: myBoolean1 == true;
Condition: myBoolean1 isEqualTo true;
Condition: myBoolean1;
Yeah
without the semicolon tho afaik?
is it defined as false somewhere first?
Yes, in init
init… initServer.sqf?
init.sqf
myVar = false in init.sqf
trigger activation set to myVar
myVar = true somewhere else
will trigger the trigger
I've just recreated this trigger manually, and it worked, I'm literally looking at 2 identical triggers right now... idk must be some silly typo I didn't find
Anyway, thank you 👍
For safety reasons, you can use getVariable with default value:
missionNamespace getVariable ["myVar", false]
this won't throw an error if myVar is not defined
im trying to add a player zeus slot to my mission but when i go into zeus mode while testing i cant do ANYTHING
@gray arrow Elaborate further on what you would like to be able to do please.
i would like to have a specific slot be able to go into zeus (i have this working)
and be able to edit anything on the map including already-placed units (i do not have this working)
currently zeus can only place things and slightly modify only the things that the zeus places
and be able to edit anything on the map including already-placed units (i do not have this working)
There's a settings which automatically adds all objects to Zeus once in a while
You could write a script that adds preplaced objects to Zeus using addCuratorEditableObjects or you could use the Zeus Enhanced mod, it allows you to do more with Zeus in general and has a system that allows you to add objects to Zeus straight from the Zeus interface.
Hey everyone, I'm looking for help using say3d in vehicles, as of right now if the sound is queued while in a vehicle with first person it's super quiet, but when queued in third person it's quite loud. Is there a workaround to this issue?
nope, known bug
Gotcha, I'm trying to play music for the passengers of a cargo truck. Is there a different function like say2d or other that would work similarly?
or even use a trigger to force them into third person (if thats even possible?)
playMusic? 🤷♂️
lol i thought about it, is there a way to stop music on command? I'm still new to eden
yep, playMusic "" stops immediately
oh sweet i didnt know that would work, thanks a ton
Error won't tell the truth without your code
ahh
one sec
class CfgMusic
{
tracks[] = {};
class kino2
{
name = "";
sound[] = {"\sounds\kino2.ogg",db + 0,1.0};
titles[] = {0,""};
};
class kino3
{
name = "";
sound[] = {"\sounds\kino3.ogg",db + 0,1.0};
titles[] = {0,""};
};
};
Spoiler alert: playMusic only takes a two-elements array, one-element array is illegal