#arma3_editor

1 messages · Page 43 of 1

abstract olive
#

I'll try the same but setAmmo

prisma oyster
#

ah yes sorry, not call:```sqf
0 = [] spawn {
/* code */
};

wind raptor
#

But Lou, what if i need to use 0 in my code now?

abstract olive
#

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)

prisma oyster
#

show code?

abstract olive
#
  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;
};```
prisma oyster
#

```sqf -line return- 😛

wind raptor
#

This man providing you with bogus code Magpie

#

smh

abstract olive
#

I feel like this is how my parents feel when they ask me to show them how to use a cellphone.

prisma oyster
#
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 🙃

wind raptor
#

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

prisma oyster
#

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!_
wind raptor
#

This better work or else meowsweats

abstract olive
#

Trying

#

Argh, he appears to only fire the first barrage

prisma oyster
#

add maybe moar taym

#

because two shots in 10s seems unlikely

#

(I mean, reloaded and all)

wind raptor
#

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

abstract olive
#

gave it 30, no change, raises gun, shoots twice, lowers gun, then nothing

prisma oyster
#

are you sure of the turret path?

#

([2] is not the amount of shots)

abstract olive
#

Oh, I just figured that's how much ammo it was refilling

wind raptor
#

s... sss... setAmmo?

prisma oyster
prisma oyster
#

😄

abstract olive
#

The BI Wiki? I've been reading it for a while now, most of that stuff doesn't click with me

wind raptor
#

Mah heart

keen cradle
#

is there a way that i can put this NPC to go inside vehicle? using Editor mode?

ripe notch
#

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.

ripe notch
#

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...

wind raptor
#

You need remoteExec, best ask in #arma3_scripting to learn how to achieve your desired result.

ripe notch
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Thanks @wind raptor

charred eagle
#

does anyone know a way i can make a patrol stop and take cover when shot at?

vestal perch
#

triggers

hallow rune
#

Anybody here experienced with displaying an image on an object or ACE Slideshow module?

wind raptor
#

Objects such as computer screens?

hallow rune
#

yes

wind raptor
#

There should be plenty of people available here who have done that before.

broken inlet
#

Whats the problem you're having? @hallow rune

hallow rune
#

it keeps giving me "picture ___ not found"

broken inlet
#

Well make sure that the path to your picture is correct

hallow rune
#

it is though

broken inlet
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blobdoggoshruggoogly if it was, the game wouldnt be complaining

#

can you share your file structure and what you've entered as the filepath?

hallow rune
#

dm?

broken inlet
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nope, share it here please

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use an image hoster like imgur if you have to

hallow rune
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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"

hallow rune
#

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

vestal perch
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Your path root is the mission folder. The absolute path won't work as the engine can't access it

#

Cut everything before images/

prisma oyster
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and in the editor I input "images\logo.jpg"

vestal perch
hallow rune
#

so what you're saying is there's nothing I can do

plain gale
#

just put to image in your mission folder -> images

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then "images\FILENAME.EXTENSION"

last aurora
#

is JPG even supported? can't remember

hallow rune
#

Does the images folder have to be in the Missions, mpmissions, or the actual operation's folder?

broken inlet
junior notch
#

Anyone recognize this building?

plain gale
#

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

prisma oyster
hallow rune
fading goblet
#

CUP -> Palace

plain gale
junior notch
hallow rune
#

Is there another way to do a slideshow other than setObjectTexture and ace slideshow?

fading goblet
junior notch
broken inlet
#

can you post a picture of your setObjectTexture command/ ace slideshow input?

broken inlet
hallow rune
#

give me 10 minutes, I'm eating atm

broken inlet
#

or villa

junior notch
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Nothing pops up when I search mansion

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Let me try Villa

fading goblet
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Props -> Structures Middle Eastern (CUP) -> City -> Middle Eastern Villa

junior notch
#

Awesome

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Thanks

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I want to have a C-17 with simulation turned off, anyone knows if there is a way to open the ramp in editor?

junior notch
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Found out there was something in the attributes

junior notch
#

Anyone recognize this vehicle?

prisma oyster
junior notch
#

What's the name of it?

prisma oyster
#

dunno - it should be in CUP → Independent → PMC → Cars

junior notch
#

SUV

#

Thank you

harsh rune
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I’m looking to have a Lieutenant execute a injured soldier while the wounded soldier is laying on the ground

prisma oyster
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good

harsh rune
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But it isn’t working

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I’m trying to do it right and it doesn’t do it at all

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Can someone help me

prisma oyster
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sure; what did you try so far, what isn't working?

harsh rune
#

I tried doing [this, “” , ASIS] call,fnc, ambientAnim;

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And as well the name of the variable and the animation

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But then I put the trigger and it don’t work when I try to preview it

grizzled tundra
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oh so i cannot do that in the editor?

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oh, okay sorry, i'll delete my post

prisma oyster
grizzled tundra
#

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

red kiln
#

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 ?

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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 ?

glad ice
#

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

red kiln
#

what kind of destruction ? building, vehicle or ppl ? @glad ice

glad ice
#

sorry for the late reply, its fixed now but it was two S-750 rheas and one radar

red kiln
#

oh okay

kind prism
red kiln
#

okay thank you ^^

kind prism
prisma oyster
grizzled tundra
#

oh, i see, thank you 👍

red kiln
#

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

red kiln
#

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 ?

prisma oyster
#

not really. you can compare html and modlist from the sqm

red kiln
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its not

#

..

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and for the zone no one have something ?

red kiln
#

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..

elfin siren
#

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?

fading goblet
#

If you only have a single respawn position:

  1. Place a normal respawn position at ground level
  2. add/modify onPlayerRespawn.sqf to 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];
elfin siren
#

I have multiple.

fading goblet
#

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

sacred briar
#

Im trying to do an addAction command, but its not working with my object

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Cant post pictures here

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Bomb1 addAction ["Disarm Bomb"];

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the variable name is Bomb1

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and the object is a naval mine (bottom)

civic laurel
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@sacred briar where is thr code?

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Where are you running it from?

sacred briar
#

From the init of the object

#

I could be using this instead of the variable name

civic laurel
#

Also, check the syntax for addAction

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@sacred briar just use this

sacred briar
#

Thats what ive been looking at

civic laurel
#

You need to have code in your addaction

sacred briar
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see, It works on cars and objects alike, but not any of the explosives i have tested it on

civic laurel
#

this addAction["name", {code}]

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The script part is not optional

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So you need to have atleast the empty brackets

sacred briar
#

Ahhh okay, thank you

civic laurel
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Remove the "code"part if you wont put anything in there

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And enable script errors

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In the launcher

sacred briar
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okay, thank you! Sorry to be a noob haha, its my first time making an operation

civic laurel
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Dont worry, everyone starts somewhere

sacred briar
#

See its odd because it works on a car, but not on my object. Maybe its a simple object?

civic laurel
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@sacred briar mines are not simple objects, what wrong?

sacred briar
#

No clue, just doesnt appear under my scroll wheel list

civic laurel
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What's the script?

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Do you have script errors enabled?

sacred briar
#

I may do, let me enable them

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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

civic laurel
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Do you know how actions work?

sacred briar
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Scroll wheel, click the action, it runs the script or code. I assumed 🤔

civic laurel
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In simplest terms, yes

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So how do you intend on the object disappearing when you actovate the action?

sacred briar
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I saw there was a HideOnAction code, but im not sure

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my idea was to just use google and see if it was available there

civic laurel
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It hides the action, not the object

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You can run a script in the script section that hides the object the action is attached to

sacred briar
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Okay well im literally completely new to scripting haha

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the most advanced thing ive done so far is put a picture on a screen

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and even that is just using photoshop and ArmaTools

ripe notch
#

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

broken inlet
sacred briar
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Okay, thank you

civic laurel
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@sacred briar you might also want to consider deleteVehicle if youre not going to use the mine anymore

ornate glade
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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 😄

prisma oyster
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doStop? ^^

ornate glade
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Just throw that into the units then?

prisma oyster
ornate glade
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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

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That wasnt the winner, sadly

prisma oyster
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how so?

ornate glade
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Units still move

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And from the wiki article

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and even move to a new position if they see fit.

prisma oyster
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arf, in OFP they were stuck on their exact position ^^

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use OFP instead of Arma 3 then

ornate glade
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?

prisma oyster
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j/k 😄

ornate glade
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Oh lol

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I really dont care about them running around, only drives me bonkers when they run through solid objects like a phantom

prisma oyster
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put bigger obstacles maybe?

ornate glade
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I dunno these are decently big

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Theyre about... mid chest to upper stomach in height

prisma oyster
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what are they? vanilla assets?

ornate glade
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Apex assets

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Trench(Grass), specifically

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And some vanilla sandbags

prisma oyster
ornate glade
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Ive got em crooked a bit to better work into the terrain

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And I guess that might be it but I dunno

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Its only a 20 degree angle

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Hmm

prisma oyster
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AI doesn't care 😄

ornate glade
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Gonna try this

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this disableAI "PATH";

prisma oyster
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ah well yes, that's for sure! ^

ornate glade
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The overkill strategy

prisma oyster
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if only they had listened… you wouldn't have to lobotomise them

ornate glade
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Heh, exactly

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That seems to have done it! Woohoo

reef lintel
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except AI can move if its absolutely has to.

ornate glade
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We already tried that

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Didnt fix the issue

harsh rune
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I need some help with doing screenshots or a video for US Army soldiers getting executed by Soviets

broken inlet
grim gust
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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?

prisma oyster
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yes, but what if players connect at different moments of the flight?

grim gust
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that was something i had actually thought of. I will try to write out what i was thinking.

prisma oyster
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excellent reflex!

grim gust
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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

prisma oyster
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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

grim gust
#

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).

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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.

prisma oyster
#

ooooooh

grim gust
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and vehicle would (obviously) be set to undestroyable/out of combat area

prisma oyster
#

and players are forced out ofc?

grim gust
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yeah haha sorry if that was a bit confusing the first time

last aurora
#

i have seen something similar in arma 2

grim gust
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and yep! forced out before the heli becomes unusable

prisma oyster
prisma oyster
last aurora
#

dad, but why? i'm awake for just 8h

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😦

prisma oyster
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…oh

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well in this house we sleep at night! 🏡

grim gust
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hmm. any chance youre a master arma script/coder? lol

prisma oyster
last aurora
#

BTW, forum is down...

grim gust
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and nah. im always up till atleast 2am even when i have 7am shifts notlikemeow

prisma oyster
last aurora
#

F5 spam fixed it

prisma oyster
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"all your F5 are belong to us" ^^

last aurora
#

(arma 2)

grim gust
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" 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

last aurora
#

so the script from nimrod might actually work for you?

grim gust
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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.

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ill see if i can get a screenshot real quick and draw on it.

last aurora
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for testing:
you need to edit _chopperType = "UH60M_EP1"; to _chopperType = "B_Heli_Transport_01_F";

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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";

grim gust
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ahh... cant upload pictures in this channel :L

last aurora
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use imgur

grim gust
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not gonna be my actual LZ but figured an area with a very clear map boundary could help make more sense

last aurora
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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

grim gust
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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!

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thank you @last aurora and @prisma oyster ❤️ yall are awesome

last aurora
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🤘

harsh rune
#

Hey

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Can someone maybe Dm me and help me out on the animations and triggers

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It won’t work for me when I preview it even though I followed what a video said to do

little lantern
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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”

prisma oyster
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only the custom expression - trigger detection is this

little lantern
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So if I want both the custom expression and the activation, I’d need to put this and ...?

prisma oyster
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if you want both, use ```sqf
this && not alive officer

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yep

little lantern
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yeah ok thanks

muted grail
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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?

prisma oyster
#

terrain objects are slightly-to-quite better than editor-placed objects

vestal perch
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Also AI behavior is better with terrain placed objects

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@muted grail some servers might allow its use but I'd wager most are set up to use only specific mods.

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If any.

vestal perch
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Terrain objects simulation type varies per object. They are not all yhe same.

winter frigate
#

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

dim kindle
#

i need help on how to use editor (Just basic AI)

plain gale
#

@dim kindle What do you need help with? Next time please ask your question directly.

tacit moat
#

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)

plain gale
#

Check these out.

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Also, there is an object in the editor which has the "initIntelObject" functionality by default

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search for intel in the asset browser

tacit moat
winter frigate
#

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

vestal perch
#

Changing the texture how?

winter frigate
#

when you go into either of those items and go down the the bottom and change the texture to "filename.jpg"

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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

vestal perch
#

jpg should not work on them so maybe its that

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should be .paa

broken inlet
winter frigate
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yeah the .jpgs do work and the files themselves load only thing not working is the holding space to examine them

hearty tangle
#

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

broken inlet
#

if you ask your question the people can propably help

hearty tangle
#

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

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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

hearty tangle
#

cant get the heli to land 😦

winter frigate
sullen crest
#

Does anyone know how to put images on billboards in the editor? I can only find outdated videos with the old editor.

#

Please @ me.

vale inlet
sullen crest
vale inlet
#

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

spark crest
#

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

willow frigate
#

is there a way to change group names to be displayed in lobby?

vale inlet
tight rapids
#

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?

outer harbor
#

Only

tight rapids
#

AI pilots

spark crest
# vale inlet what kind of mission are u make what is it that u need help with?

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

verbal rose
spark crest
verbal rose
#

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...

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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

wanton patrol
#

Does anyone has a unit init script were when dead this unit will spawn after some time on that position?

dim kindle
#

So uh, I've made a move waypoint, and the peeps won't move.

prisma oyster
#

hmm… poke them with a bayonet

dim kindle
#

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.

prisma oyster
#

mods?

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(bayonet won't work because APC)

dim kindle
#

My fennec moves

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I am using mods but the fennec I spawned moves fine with ai waypoint

prisma oyster
#

try creating another APC close to the one you have, place another waypoint, and see if it works

dim kindle
#

I've completely replaced the apc and I'll try now

prisma oyster
#

little by little, remove fuel, remove health etc to see if it works or what stops

dim kindle
#

The units got out and then moved.

#

The apc is mobile but two infantry units got out

#

I hate that bug

prisma oyster
#

not a bug, you can script them to remain in it

dim kindle
#

I mean the commander is giving them an order to get out

prisma oyster
dim kindle
#

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

prisma oyster
#

set their first waypoint as behaviour "SAFE" then?

#

this might do the trick

dim kindle
#

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?

prisma oyster
#

never 😄

dim kindle
#

Well this one just did

prisma oyster
#

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

dim kindle
#

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?

prisma oyster
#

nope, it is highly unlikely

#

my bet is on some AI brainfart 😄

dim kindle
#

Fair enough

#

I'm on the CUP Proving Grounds

#

I JUST REALISED MY REINFORCEMENTS INSIGNIA IS A BANANA 😂😂

prisma oyster
dim kindle
#

Oh my bad sorry 😄

prisma oyster
dim kindle
#

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

prisma oyster
#

…scripting? 😬

dim kindle
#

Oh boi

#

Luckily I have SOME experiance in that part. How do I spawn an AAF APC and it's crew/personel?

prisma oyster
dim kindle
#

Okay

#

OH MY THE WAYPOINT ACTIVATION TRIGGER WORKED

#

That NEVER happens!

prisma oyster
#

lies!

#

is it to be an MP or a solo mission?

dim kindle
#

Both

#

Solo, but able to be played as a group

#

1-4 players

prisma oyster
#

okido
be careful, as the OnActivation field is run for every connected machine!

dim kindle
#

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?

prisma oyster
#

maaayhaps, that IDK

dim kindle
#

Still nothing. Right. How do I script the vehicles to be instantly repaired when they get close to the depot via a trigger?

prisma oyster
#

setDamage for the damage

dim kindle
#

So I set damage to zero?

#

How do I do that on a trigger?

#

And will that apply for friendly infantry too?

prisma oyster
#

kinda, so it has to be specific

dim kindle
#

I've got it on the trigger

prisma oyster
#

if that's only for one vehicle, link the vehicle itself to the trigger, should do

dim kindle
#

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.

hollow sand
#

Is it possible to remove patches from the ACE arsenal?

wanton patrol
#

Does anyone has a unit init script were when dead this unit will spawn after some time on that position?

vale inlet
vale inlet
wanton patrol
#

Yeah i'll ready sent th question over there @vale inlet

fathom quartz
#

I forgot but is there a way to open a mission that has missing mods that just deletes the modules etc

broken inlet
#

I've heard that merging it with an empty mission can work

fathom quartz
#

Merging it?

broken inlet
#

its an option in 3den

fathom quartz
#

Interesting

#

Where could I do that?

broken inlet
#

its somewhere in the scenario options i think blobdoggoshruggoogly

fathom quartz
#

I see it

#

Totally seemed to work

#

Thank you very much

broken inlet
grand abyss
#

i have a question for you.

#

exit the game to return to the mission hall there is no column of arms how to solve

prisma oyster
#

I am sorry, but I cannot understand the question ("column of arms")

grand abyss
#

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.

late grail
#

How to make an helicopter extraction?

stable anvil
#

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

wind raptor
#

If it is trigger-shaped, use a trigger.

dim kindle
#

are there any tutorials for the more advanced features of eden?

plain gale
#

@dim kindle Which features you mean?

dim kindle
#

triggers and such

stable anvil
#

@wind raptor my zone is trigger shaped. How exactly can I make a trigger instantly kill all players when they enter the area?

wind raptor
stable anvil
#

I am going to use multiple triggers to create a surrounding border. When they enter the trigger, they die.

leaden comet
#

@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;

wind raptor
#

"Server Only" can also be ticked for a little boost.

stable anvil
#
{
  _x setDamage 1;
} forEach thisList;
``` is this all the code I need as long as I set it to “players present”?
#

@wind raptor

stable anvil
#

thanks a lot

#

does this look good?

#

@wind raptor

wind raptor
# stable anvil does this look good?

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.

urban wedge
#

Do you know if the AI can use, AP rocket on infantry unit ? Because I never saw them use it.

stable anvil
#

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

wind raptor
#

initServer.sqf:

"MyMarker" setMarkerPos (selectRandom [Position1, Position2, ...]);
wind raptor
stable anvil
#

and what are Position1, Position2, etc.?

#

@wind raptor

#

are they the coordinates?

wind raptor
#

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.

stable anvil
#

ok

wind raptor
stable anvil
#

oh so position1 is X and position2 is the Y

#

got it

#

do I keep the quotations around MyMarker?

wind raptor
#

Yes, marker names need quotes.

"MyMarker" setMarkerPos (selectRandom [[X1, Y1], [X2, Y2], ...]);
```It should look like this in the end.
stable anvil
#

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

sinful zenith
#

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

stable anvil
#

well it seems to be working fine

#

so ima just leave it the way it is for now

wind raptor
#

Yep, looks good.

stable anvil
#

wait it is only spawning the marker at one of the 8 locations

#

which is the third one listed

#

[11762.169, 8979.034]

wind raptor
#

Naaaah should be random.

stable anvil
#

ok i removed the parenthases and its working

#

like Dedmen said

wind raptor
#

Poor () why do you hate them notlikemeowcry why do you not trust them notlikemeowcry

stable anvil
#

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

wind raptor
#

First of all all this must be in initServer.sqf else it gets executed every time somebody joins.

broken inlet
stable anvil
#

is it css?

broken inlet
stable anvil
#

what is the letter code?

broken inlet
#

sqf

#

I assume you're writing sqf code

stable anvil
#

oh

#

ok

broken inlet
#

atleast it looks like it to me

stable anvil
#
"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

broken inlet
#

But ya, now your code looks like a christmas tree bingyay

sinful zenith
stable anvil
#

so do I rename the file to initServer.sqf?

sinful zenith
#

initServer is wrong

stable anvil
#

i am using init.sqf

broken inlet
sinful zenith
#

Have you tried just adding logging to your code to see what it's doing?

wind raptor
broken inlet
#

Huh odd, it really doesnt work

sinful zenith
#

Maybe wrap your code in a
[] spawn {...}
init.sqf is supposed to end at some point

stable anvil
#

I am not a scripter

#

I dont know how to code

sinful zenith
stable anvil
#

someone else made that code for me lol and I put a few things together

sinful zenith
#

Or do you want a different pos per player. Or just one pos for all players?

stable anvil
#

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;
      };
    };
  };
};
sinful zenith
#

The top part you don't want in init.sqf then.
It should be seperated from the bottom part

stable anvil
#

ok how do I do that?

sinful zenith
#

Move the top part to initServer.sqf as ansin said, but leave the bottom part in init.sqf

stable anvil
#

oh ok

sinful zenith
#

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?

wind raptor
stable anvil
#

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?

wind raptor
#

Looks like too many }; to me, could that be?

stable anvil
#

ohh

#

yea

#

it was part of a bigger script

#

and i forgot to take those out

#

does it look better now @wind raptor

wind raptor
#

A bit; does it work though?

stable anvil
#

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

wind raptor
#

Remove vehicle player == player &&

stable anvil
#

ok

#

better now?

#
sleep 600;
    while { true } do {
      waitUntil { sleep 1; alive player };
      if !(player inArea "EndZone") then
      {
        player setDamage 1;
      };
    };
#

@wind raptor

wind raptor
#

Looks like it should work.

stable anvil
#

ok

ripe estuary
#

Howdy folks! Any way to hide a radio-trigger until conditions are met?

wind raptor
#

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
#

More precisely, until a parentTask is == SUCCEDEED

#

also a !alive unit could do..

wind raptor
#

@ripe estuary I guess you could create the trigger via script once the conditions are met, don't know if there's another way.

heavy cloak
#

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

prisma oyster
sinful zenith
#

You cannot use that command to achieve that

heavy cloak
#

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

sinful zenith
#

There's a wiki page for every command yes

#

You can just put the command name at the end of the URL

prisma oyster
heavy cloak
#

found it, thanks!

#

ill try to actually read a bit before i ask questions like that again 🤦‍♂️

sinful zenith
ripe estuary
alpine merlin
#

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)

prisma oyster
wind raptor
alpine merlin
prisma oyster
alpine merlin
#

smth like "marker1" or what do u mean by location reference

prisma oyster
#

do you mean "marker" or "location"…?

alpine merlin
#

Location like a village name !

prisma oyster
#

"marker1" is a string, a marker name

a location is obtained with e.g nearestLocation

sinful zenith
#

You can only edit/remove locations that were crated via script

spark crest
#

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

prisma oyster
#

humm… one problem at a time, and punctuation please 😬
if you want them to engage targets, place "DESTROY" waypoints on the wanted target(s)

spark crest
#

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

harsh rune
#

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

broken inlet
#

I think there's animations if you mean someone killing a prisoner

gleaming dune
#

How do i set up troops from the spawn ai module in eden to move in on a location?

patent steppe
#

@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

celest oxide
#

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

leaden comet
#

@celest oxide Under Systems on the top right in the editor, there should be modules for Ravage.

celest oxide
#

Thank you

leaden comet
#

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.

celest oxide
#

How do I make the load outs that people can choose from when they respawn

spark crest
leaden comet
patent steppe
#

@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.

harsh rune
#

How do I do a cinematic that is like this

dim kindle
#

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

broken inlet
broken inlet
#

Also I recommend grabbing Zeus Enhanced if you havent yet

dim kindle
#

what does it do

broken inlet
#

lets zeus do more stuffs

dim kindle
#

also i mean explosives by the shit like the mortar strike, artillery, etc...

broken inlet
#

the workshop page can tell you more

broken inlet
dim kindle
#

dumb

#

there should be

#

i wanna blow shit up

broken inlet
#

Feel free to be the change you want to see in the world!

harsh rune
#

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

leaden comet
harsh rune
#

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

vestal perch
#

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

lucid elk
#

Anyone know if you can put one vehicle in another in eden ( i dont need it to drive, just be there)

broken inlet
celest oxide
#

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?

hardy solstice
#

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?

last aurora
#

order of placement i think

hardy solstice
#

Ah thanks mate

hardy solstice
sinful zenith
hardy solstice
#

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

sinful zenith
#

No

red meadow
#

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

prisma oyster
winter frigate
#

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

cerulean basalt
#

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?

prisma oyster
cerulean basalt
#

How can I point at it if I'm writing stuff in the debug console

prisma oyster
#

with your rifle ^^

#

then pause the game, then that

cerulean basalt
#

Oh alright. It doesnt't destroy it so I suppose its not destroyable

prisma oyster
#

yep, some are invincible

dim kindle
#

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?

dim kindle
#

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

dim kindle
#

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.

terse arrow
#

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

last aurora
#

you can use a trigger and set the condition when activated to end the mission

#

condition:
!alive unitname

terse arrow
#

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-%

fading goblet
#

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.

terse arrow
#

Thanks Grezvany

lime mauve
#

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?

celest oxide
#

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

fading goblet
celest oxide
#

Speaking of that @fading goblet how do u drive th carrier

fading goblet
#

you can't, it's a static object, not a vehicle

celest oxide
#

Is there a mod that makes it moveable

last aurora
#

attachTo to a RHIB 😄

fading goblet
#

in that case you need to attach all parts to a RHIB 😉

terse arrow
#

Hey I got it working, I had a typo on '!alive unitname'. DOH!

dim kindle
#

hey guys, i cannot get zeus to work, ive follow the youtube tutorials, any help?

#

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

small patrol
#

Check your key config

dim kindle
#

I did

#

its Y and i made sure of it

#

what

#

how

#

im stupid

small patrol
#

How what

dim kindle
#

i hit Y again to make sure

#

and it pops up

hardy solstice
#

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

calm trellis
#

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

quartz hearth
#

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

cyan geyser
#

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.

vestal perch
#

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?

cyan geyser
#

Can you please write the Code? I have Reading the Wiki but i have no Plan, sry

vestal perch
#

no sorry cant remember it off the top of my head

atomic hornet
#

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.

last aurora
#

Unload Cargo waypoint iirc

light nest
#

I usually use transport unload

edgy hollow
#

How do I take a mod out of a mission? I can't use RHS: GREF/ACE compat on servers.

hardy solstice
#

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

broken inlet
#

that way you dont loose the other stuff

hardy solstice
#

Ah I forgot how to do that bit

broken inlet
#

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

broken inlet
hardy solstice
#

I know you can delete certain bits but forgot which one but I know you have to un binarize it

broken inlet
#

imo unbinarized should be the default option anyways blobdoggoshruggoogly

sinful zenith
#

most people don't manually edit their mission.sqm
and binarized is more efficient to save and load and lower filesize

broken inlet
#

how big is the difference in saving/loading speed?

sinful zenith
broken inlet
#

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

sinful zenith
#

and with images the binarize doesn't help anywy

broken inlet
#

heh , does it do anything for sound files?

sinful zenith
#

no

broken inlet
#

ablobderpy 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

frail fulcrum
#

is there a way to disable collisions with an object while keeping it?

frail fulcrum
#

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||

sinful zenith
#

have you tried it?

ripe estuary
#

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"}

sinful zenith
#

in doesn't take array

#

you need to iterate through them, preferably findIf and check each seperately

ripe estuary
#

Then '' if ( u1 in player group) then {execVM "script.sqf"};'' could do?

#

Beside.. how do I translate that in a trigger condition?

prisma oyster
#

group player*

[u1, u2, u3, u4] findIf { !(_x in units group player) } == -1
ripe estuary
sinful zenith
#

ìs in group a thing?

prisma oyster
keen jolt
prisma oyster
#

I don't (but maybe 😄)

keen jolt
#
[u1, u2, u3, u4] arrayIntersect units group player
dim kindle
#

if i wanted to disable AI on some units, how do i do that without that multiplayer menu?

prisma oyster
#

or leave the soldiers but remove their "intelligence"?

dim kindle
#

I want to make them not move around, so removing intelligence wouldnt work i dont think

prisma oyster
#

not move around, disableAI move

raven elbow
#

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?

prisma oyster
raven elbow
#

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?

dim kindle
#

@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

proud ridge
#

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.

grizzled perch
#

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

proud ridge
grizzled perch
#

Ok, thanks

vestal perch
#

Script commands that play animations can be used for such effects. In MP too.

ripe notch
#

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?

broken inlet
#

if it doesnt have a mod icon, you can look at the classname and propably figure it out through that

ripe notch
#

Where is the mod icon if theres one?

#

Behind the description in the type sectiom at attributes?

small patrol
#

Right of the asset name

ripe notch
#

@small patrol @broken inlet ok thanks i will check

broken inlet
cedar tusk
#

Is there a built-in timer module?

#

Like a reverse countdown. Something that records how long it took to complete an objective.

prisma oyster
wind raptor
#

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.
cedar tusk
#

Thanks for the answers.

raven elbow
prisma oyster
raven elbow
#

Yes

#

Here is an example mission

#

Trigger around the yellow sphere is executed on the server

#

Red sphere trigger works as advertised

fluid tapir
#

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

past sun
# fluid tapir Hey guys somewhat novice editor here. I have a couple questions I need help with...

(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.

  1. 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

wind raptor
fluid tapir
fluid tapir
coarse roost
#

Guys Does anyone know how I can turn The Independents against the BLUFOR?

plain gale
#

Check the mission General settings in Eden Editor @coarse roost There you can change the relations

coarse roost
#

@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?

plain gale
#

Don't adress me with dude please

#

And yes I can

coarse roost
plain gale
#

Menustrip (top) -> Attributes -> General

coarse roost
#

I will refer only to the name ok

plain gale
#

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

coarse roost
#

Ok

#

Thanks

plain gale
#

yw

gray arrow
#

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

plain gale
#

check this out

#

you can see how I did it

gray arrow
#

ty

alpine merlin
#

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

limpid dust
#

—- How can I make vehicles destroyed before scenario begins? (No flames or smoke, but a vehicle wreck from start)

keen jolt
fluid tapir
#

can anyone tell me how to enable the compositions tool?

wind raptor
sick yoke
#

Does anyone know how to set a respawn position and make it actually work because when I try it I respawn where I died

prisma oyster
sick yoke
#

I tried most of them but I still spawn where I die I saw on steam you have to place a respawn marker

prisma oyster
#

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

sick yoke
#

Oh thank you

rugged venture
#

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.

wind raptor
#

Can you elaborate further, I don't understand how you unit is both a static object and playing an animation.

rugged venture
#

I place a regular unit, apply a running animation, but the animation just makes the unit run in place

wind raptor
#

Running in place in the scenario preview?

#

Or in the editor?

rose kettle
#

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..?

plain gale
rose kettle
#

yes it is just a bit confusing

cloud sparrow
#

Well, it's a complex system, it's hard to write documentation that will guide a newbie step by step.

plain gale
#

Let us know how we can improve it @rose kettle

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.

vestal perch
#

this kind of complex things are not really video tutorial material

rose kettle
#

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

fading goblet
#

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

rose kettle
#

yeah that one thing I have no clue how to do...scripting is alien to me lol

vestal perch
#

complex features cant really be made without it

rose kettle
#

ok well thank you for your honesty

hearty tangle
#

anyone know how i can place stationary vehicles that are running so i can practice bombing using thermals?

keen jolt
modern locust
#

anyone knows of a way to make weapons props? so you wont be able to pick them up or interact with them

small patrol
#

Simple Object perhaps

modern locust
#

yeah but how to i make a weapon a simple object

small patrol
#

Use p3d

modern locust
#

what even is that? and do you think that theres any other methods that are not complicated?

small patrol
#

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?

modern locust
#

damn man

keen jolt
#

@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

small patrol
#

Oh dear, what a big brain idea!

modern locust
keen jolt
modern locust
#

you are the man!!!!!!!!!!!!!!!!!!

muted sapphire
#

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

spare phoenix
# muted sapphire Hey there, does anybody know how to add Intel Items withouth deleting them and s...

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.

urban wedge
#

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 ?

wind raptor
#

@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.

urban wedge
#

What I would like if it's possible it's. Made a AI or maybe even nothing to target a vehicle.

wind raptor
#

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.
urban wedge
#

PERFECT ! 🤩

urban wedge
#

I am a bit annoying but could it possible to made this for missile guide ?

#

With laser ? blobcloseenjoy 😰

small patrol
#

setMissileTarget

lucid comet
#

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?

lucid comet
#

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.

cloud sparrow
#

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.

cloud sparrow
#

Scripting, I won't write code for you. I gave you the "recipe".

#

Also coding on phone does not really work.

rotund comet
#

how will zbe cache or bsi dyn sim behave while intensive unit switching?

sacred briar
#

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

last aurora
raven elbow
#

I think setdamage 1 will

sacred briar
last aurora
#

no worries.
it's described in the link

sacred briar
#

Oh sorry i thought it was a program or something 😅

sinful zenith
#

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 pout_kitty

woven oak
#

How would one add in voice recordings to go along with radio dialogue?

fading goblet
clever monolith
#

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

#

?

small patrol
#

Change the index to 1 I think

clever monolith
#

that was it! thanks

ebon delta
#

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

near mantle
#

@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.

near mantle
#

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.

dim kindle
#

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)

keen jolt
#

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

near mantle
#

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.

dim kindle
#

Just having the open world stuff

#

Which is the thing that made new vegas so great in the first place after all

vestal perch
#

Old man is that in vanilla setting

#

Aftermath is dangerous to use since it uses ripped assest

#

it might get removed any day

muted sapphire
#

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.

lost peak
#

Have you set up spectators properly?

#

Wiki guide etc.?

crystal solar
#

anyone available to chat

woven oak
#

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.

wind raptor
dim kindle
#

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

broken inlet
#

We'll need some more info to help BlepGoo

dim kindle
#

i just realised i cant send pictures

#

uhhhm

broken inlet
#

ye should be fine

wanton patrol
#

Does anyone know how to identify a smoke grenade after it is launched? Example activate a trigger when a smoke is thrown

wind raptor
#

@wanton patrol "Fired" Event Handler probably.

wanton patrol
#

Thank you @wind raptor that should be on the wiki right?

wind raptor
#

Yes.

zinc carbon
#

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;

sinful zenith
#

first 3 are all nonesense

#

that last one is correct

zinc carbon
#

Yeah

sinful zenith
#

without the semicolon tho afaik?

zinc carbon
#

Lol

#

w8 a sec

#

Yeah

#

with and without doesn't work

prisma oyster
#

is it defined as false somewhere first?

zinc carbon
#

Yes, in init

prisma oyster
#

init… initServer.sqf?

zinc carbon
#

init.sqf

prisma oyster
#

myVar = false in init.sqf
trigger activation set to myVar

myVar = true somewhere else
will trigger the trigger

zinc carbon
#

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 👍

keen jolt
#

this won't throw an error if myVar is not defined

gray arrow
#

im trying to add a player zeus slot to my mission but when i go into zeus mode while testing i cant do ANYTHING

wind raptor
#

@gray arrow Elaborate further on what you would like to be able to do please.

gray arrow
#

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

fading goblet
#

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

wind raptor
#

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.

drowsy crow
#

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?

drowsy crow
#

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?)

prisma oyster
#

playMusic? 🤷‍♂️

drowsy crow
#

lol i thought about it, is there a way to stop music on command? I'm still new to eden

prisma oyster
#

yep, playMusic "" stops immediately

drowsy crow
#

oh sweet i didnt know that would work, thanks a ton

drowsy crow
#
Error 1 elements provided, 2 expected.
#

i broke somethin

small patrol
#

Error won't tell the truth without your code

drowsy crow
#

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,""};
    };
 };

small patrol
#

...And when the error happens?

#

Your playMusic code too

drowsy crow
#

yeah, im trying to get back into the editor lol sorry

#
playMusic ["Kino01"];
small patrol
#

See example and figure out what's wrong

drowsy crow
#

oh yeah

#

its the brackets huh

small patrol
#

Spoiler alert: playMusic only takes a two-elements array, one-element array is illegal