#arma3_editor

1 messages ยท Page 44 of 1

drowsy crow
#

gotcha

small patrol
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Or, a string

drowsy crow
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yeah i just saw what i did

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i made it an array without realizing it

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since i just replaced some old stuff from a previous trigger

dim kindle
#

hey, is there a way to have a task finish when a player approaches another player?

dim kindle
#

thanks, and what do i do to have distance be detected? ๐Ÿ˜…

#

im not really familiar with scripts

keen jolt
#

if you're not familiar with sqf you can use triggers instead

dim kindle
#

sure, i could use a trigger with a specific area and have it look for players but i dont think that will be the best option for what im making

keen jolt
#

I didn't say it's the best option

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there are way better options if you know sqf

#

for example, a loop:

waitUntil {
  sleep 1;
  _unit1 distance _unit2 < 7
};
["TaskID", "SUCCEEDED", true] call BIS_fnc_setTaskState
dim kindle
#

o damn

keen jolt
#

so is it like two players approaching each other?

dim kindle
#

basically, yes

keen jolt
#

because tasks are global

dim kindle
#

its a task to find each other after a paradrop

keen jolt
#

but only two people right?

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not more?

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if you want, I can show you a way to do it with triggers

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but it'll only work if all players gather

dim kindle
#

only 2 people

keen jolt
#

ok
well you can attach a trigger to one of the players
you set the trigger activation type to "ANY PLAYER", and activation to "PRESENT"
then in the activation condition, you put this:

this && {count thisList >= 2}

which means that at least two players must be in the trigger for it to activate
and the trigger activation code is:

["TaskID", "SUCCEEDED", true] call BIS_fnc_setTaskState

TaskID is the name of your task

dim kindle
#

i see

keen jolt
#

also, better to have the trigger server side only

#

there's a check mark for that

dim kindle
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always have it on server side to avoid unwanted stuff

keen jolt
#

well, the actual reason is you don't want the trigger to be checked on every computer
it's a waste of performance

dim kindle
#

ye

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so do i put both of those into the activation slot of the trigger?

keen jolt
#

I explained where to put each one

dim kindle
#

"activation condition" nice

keen jolt
#

also I recommend a higher trigger interval than the default value, which is 0.5 s
1 second is good enough
you can go higher if you want

dim kindle
#

theres something im not doing right, right now im testing on an ai that will be the player when its ready to play, i approach the ai and nothing seems to happen..

keen jolt
#

because an AI is not a player

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change the activation to ANY (or better, side of your units, such as BLUFOR) PRESENT

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then it'll work for the AI

dim kindle
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no change with ANY as the activation, let me try the side

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no change

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i have resolved the problem on my own, thanks for the help!

keen jolt
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welp, I just noticed that triggers can't be attached to objects meowsweats

prisma oyster
keen jolt
#

@prisma oyster
https://community.bistudio.com/wiki/triggerAttachObject

This command doesn't quite work in Arma 3 [1]

Further investigation reveals that objectId param for this command is some kind of map id and not the id you can see in the editor. This map id could be seen in multiplayer when looking at netId of the static objects, for example "1:-23984219837", the -23984219837 would be the objectId. Unfortunately it still doesn't work.

#

I also tried attachTo

prisma oyster
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and attachTo doesn't?

keen jolt
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no

prisma oyster
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dang

keen jolt
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I'm sure I "heard" that it can be done tho

prisma oyster
#

same, that's why ^^

keen jolt
#

I was mistakenly using ```sqf
tr attachTo [player]

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I thought it attaches the object to the [0,0,0] position

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but it keeps the object at its old position! ๐Ÿ˜„

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If no offset is specified, the current offset between the two objects will be used

prisma oyster
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๐Ÿ”จ ๐Ÿ˜‹

uneven arch
#

is there a way to add trees in eden

keen jolt
wanton patrol
#

Does anyone know how to spawn a helipad via trigger?

keen jolt
wanton patrol
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@keen jolt invisible if possible

keen jolt
wanton patrol
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Thank you @keen jolt

woven oak
#

Is there a way to create those white dialogue lines in the Editor, like the ones you'd see in Beyond Hope or Steel Pegasus?

woven oak
#

How do I set up a trigger to be activated via the "Radio Alpha" Activation type?

drowsy crow
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question, is anything listed in CfgMusic affected by the music volume slider?

small patrol
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What do you mean?

plain gale
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@drowsy crow Anything played with playMusic is affected by the music slider

drowsy crow
#

thanks

clever moth
#

This is kind of a weird problem but I have an IR camera sending to an RTT texture

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which is being shown on a screen

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at first it looks fine

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oh i can't upload images thoncque

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/\ when it looks fine

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btu then after a couple of seconds it just goes bad looking

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like some kind of white balance or distance scaling

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but idk what's actually going on

prisma oyster
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it might have to do with the camera being too far, as PiP has a distance limit?

clever moth
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like render distance or distance from player

prisma oyster
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camera to target

clever moth
#

it's odd it's like it just goes darker and lower contrast, not lower resolution, still apparently showing animated enemies' heat signatures

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ah right

prisma oyster
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it might come from thermal calibration, that IDK

clever moth
#

i guess it could be LOD, since that might make things blockier and if buildings go to a lower LOD they might have a weaker thermal signature

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ah like automatic white balance?

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that would make sense

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can probably fix that with post processing effect on the camera

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huh weird my color correction effect doesn't seem to do anything, i think it might be slowly deactivating the color correction for

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some reaosn

dim kindle
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hello, how do i make AI hold fire if a certain vehicle has triggered a trigger?

left sparrow
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Hold waypoint?

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Synced to a trigger?

prisma oyster
left sparrow
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Oh ๐Ÿ˜…

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You can have a force hold fire within the waypoint though

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Depending on what you want them to do

dim kindle
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i have an objective to destroy an ammo cache and i want there to be a sneak option by stealing a certain vehicle

prisma oyster
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Oh, you want to be "seen as friendly"
Use setCaptive @Tagawa#1169

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@dim kindle?

dim kindle
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i guess that could work

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but how do i set it up to notice that i have this vehicle?

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cuz if the vehicle isnt stolen, theres gonna be combat

left sparrow
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When enter a certain trigger zone

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So set up a trigger with a certain radius and set activation blufor

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Then in the init, set captive the other people

dim kindle
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so, i want my player to return to a person after they have blown up the ammo cache, i have made that this person has dialogue about the mission and i want to have dialogue after the mission, i thought using a trigger with the players faction and present would work but it isnt. i have a trigger named "blown" that checks the status of the cache and it finishes the mission if the cache is destroyed. i have the trigger that should start the dialogue be "this && triggerActivated blown"

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any suggestions?

dim kindle
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triggers are way simpler

keen jolt
dim kindle
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maybe not the most efficient but i understand them unlike that

keen jolt
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they're loops

dim kindle
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its not the fact im using triggers that its not working, its something else because i use the same way for other things in the mission

wind raptor
dim kindle
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so i have an AI that the player basically walks in front of and a dialogue is started in the chat by a trigger that checks if the player has activated another trigger. this AI gives the player the mission to blow up an ammo cache and to check if the player has destroyed it or not, i simply have a trigger named "blown" to monitor if the ammo is destroyed or not. this "blown" trigger is hooked to finish the task and it does so fine but i also have another trigger at the AI that is supposed to check if "blown" has been triggered and if the player is infront of them to start yet another dialogue and by walking infront of them, nothing happens

wind raptor
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So either the trigger doesn't activate or your second dialogue doesn't work properly.

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Can you place systemChat "Activated"; in the On Activation (before any other On Activation code) to test if the trigger activates?

main axle
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quick question: should the flat part of ramparts face the inside or outside of a base? I'll be placing probably a couple thousand of these things on the outer perimeter of a North Korean base so I don't want to swap halfway through

glad ice
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so if i was to make a three point sector control, for 20 players, what scripts do i use to make the mission pass when players cap all three?

main axle
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Im making part of a huge PMC map suitable for armored warfare, and I have plenty of boring uni lectures ahead of me

fair karma
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@main axle wiat making a map in eden or in the terrian maker

main axle
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Eden

fair karma
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What's your base map?

main axle
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PMC DMZ East

fair karma
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Wh?

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Show me

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I'm interested

main axle
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One sec.

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On mobile

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This map is 140kmx140km

fair karma
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Any workshop maps

main axle
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They're not on the workshop and it seems the creator is adamant about not putting them there

glad ice
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๐Ÿ˜ฆ

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any one care to help me with some scripting ?

last aurora
dim kindle
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so one of my triggers that is to finish at task if a vehicle is destroyed triggers when the vehicle is alive

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im using "!alive Truck1 "

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it worked yesterday but today it doesnt for some reason

keen jolt
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I would save myself the headache and use event handlers instead

dim kindle
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how many times do i have to say that i am not comfortable stepping into event handlers? i have no idea how they work and i dont really have the time to learn it either

left sparrow
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Well that turned out nice

fair karma
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I mean if you ask nicely the people may even write the script for you, while you analyze and learn it but what do I know about psychology

left sparrow
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Got to test different things out

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Youโ€™ll learn something along the way

fair karma
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Like all the scripts I have in my mission are full of things I didn't write, or I partially wrote

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Like geez you can get help

dim kindle
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i'd be different if it was the first time they told me about event handlers but this must be around the 3rd time i have refused them

fair karma
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Ok so learn them then karen, if we're suggesting it multiplie times it must be more effective than triggers

dim kindle
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i just said i dont have the time to learn and would rather go for the alternative i am more familiar with and that i have basically already used throughout my mission

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and i do not want to waste someones time asking "and where do i put this" or "what does this do"

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also the rude comment wasn't needed, your point would of still be made

wind raptor
dim kindle
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Yes, placed with the editor

wind raptor
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Hmmm krtecek

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You could try changing the condition to !alive Truck1 && time > 0, maybe that helps.

ripe estuary
# dim kindle i'd be different if it was the first time they told me about event handlers but ...

I know son...sometimes change is scary. Sometimes the hill is too steep, or the pond too deep...but you can make it! I know..it's hard...I Walked that path too: I used to lay down hundreds of triggers and a maze of synk-lines. But then, kind peoples in this discord channel enlighten me. Sometimes they MAY appear cocky or rude, but what they really want is HELPING you...and teach you better ways to do things. Clearly, you may want to stay in your little cozy world and not venture on new uncharted lands..but would you really grow to be a better mission-maker?

dim kindle
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so lets say i wanted a plane to do a low pass and head straight into the ground shortly after it passes, when a trigger is triggered, how would i do that? been thinking about this one for awhile

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preferrably the plane would actually SPAWN, not loitering THEN does the pass

wind raptor
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Sounds like a job for createVehicle and BIS_fnc_UnitPlay to me.

dim kindle
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how would i specify the vehicle?

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and hwere it would spawn?

woven oak
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What's the difference between the waypoints Unload and Transport Unload?

prisma oyster
woven oak
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I wouldn't think so. ViV has its own waypoints: Vehicle Get In/Out and Vehicle Unload.

prisma oyster
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so transport unload = "everyone in the cargo area, get out!" whereas unload is "teammates in the cargo area, get out"

woven oak
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Thanks.

woven oak
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I'm trying to set up a basic system for completing an objective once a player enters a vehicle and starts a new one for them. For some reason, it seems to be starting the new objective before it throws the completion objective for the first objective. Why is that?

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I've got the set task state and create task markers linked to the same trigger. Is there any way to change the order in which those two are handled in the trigger itself?

wind raptor
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Not with one trigger. You either need a second trigger or around five lines of code.

dim kindle
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@wind raptor how would I specify the position, it says โ€œpositionโ€ but idk how I would specify it

plain gale
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@dim kindle Check the examples

hallow steppe
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I have a trigger activated by my helicopter. when it lands, the trigger activates and the AI get out.

I have a GET OUT waypoint on the helicopter, but no matter what waypoint i put on the LZ, the AI always get back into the heli after walking around for like a second. How do I make them stay?

kind prism
hallow steppe
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trying that now

hallow steppe
woven oak
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I'm trying to set up a Briefing for my mission with four Create Diary Record modules, but for some reason, they all seem to be displaying in the wrong order! I want them to show up in the order of Situation, Mission, Execution, and Signal, but they're showing up in reverse in the Briefing itself. How could I fix this?

hallow steppe
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i don't know how any of it works, put have you tried putting them in the opposite order than how they should be?

prisma oyster
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yep, they are inserted on top of each others IIRC
so first one put in the editor = last one on the list

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@woven oak โ†‘

woven oak
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Weird. Alright.

woven oak
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Here's an idea: how about allowing the style of buildings to be changed via the Edit Terrain Object module?

vestal perch
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would require massive overhaul of the assets

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so my money is on simple "nope"

drowsy crow
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randomly getting music playing at the start of the mission, not sure why it's getting called after checking every single trigger in eden

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fixed nvm

potent arrow
#

Hello everybody
i'm new to arma 3 and i'm looking for one who helps me with the animations so that they belong in the mp i have already watched several tutorials and it explains to me how I have to proceed exactly, any can helph ?. or what was a good tutorial for me where I have to see myself go by for the removal
=? sory this is all google translate my englisch is bad im from swiss and im only speaking german or somthing like german xD
greetings Lรผc #

prisma oyster
potent arrow
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i need step by step help from animation ai to make myself the animation and to play it in mp

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i can translate with google

prisma oyster
signal sky
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Im trying to make an aircraft land and taxi to a spot. the land part is all good , taxi part is a bit hard. any help would be much appreciated.

signal sky
left sparrow
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@signal sky what about a get out and hold waypoint?

silver stream
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I have a trigger that makes a vehicle with infantry drive to a certain location unload, and RTB. I want the money infantry to join my squad so that I can command them, so I put a join waypoint on my unit and when they unload, the new reinforcements run towards where I spawned and donโ€™t join my squad. How can I fix this?

strange trout
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Hello! I want to make a PvP CQB mission, but i just cant make the triggers work, for example: i set the first to "on activation: present opfor" then connect to settaskcreate and this connect to settaskstate and this to an another trigger: "on activation: bluefor not present" and the same whit the oder site. What did i wrong? (pls ping me if you answer)

spark wadi
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does anyone know how to remove trees from a map

small patrol
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Hide Terrain Objects module

late grail
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Hi guys how to spawn injured, unable to fight soldier? Becuse i want to make mission about rescuing heli crew, and want them to lay on the floor and being unable to fight.

broken inlet
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you can use an animation to achieve that @late grail

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I recommend using 3den enhanced if you dont have it already

late grail
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Any other way?

broken inlet
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uuuuh

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none as easy as an animation, I think

gentle steeple
#

hello, i recently started messing around with the editor for the first time and was making some tweaks to a ravage scenario. I was wondering if its possible to make the MASS of an item 0 (the mod utilizes a custom item 'rvg_money' as the ingame currency that in the config has a mass of 0.1, weight=0, but i was trying to see if these banknotes can have 0 mass so i can carry as much of it as i need).

fading goblet
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mass is set with configs, so you'll need to make a mod to modify that.

gentle steeple
#

yep, giving that a shot, wanted to check if trying to set mass to 0 wont couse anything to implode lol.
this is the objects class hierarchy:
rvg_money > ["Combustible","RavageItem","Laserbatteries","CA_Magazine","Default"]
so in my custom mod with the config tweak, im thinking the change would look something like this?

class rvg_money: Combustible
{
mass = 0;
};

sacred briar
#

hey there! is it possible to create an injury on a unit with ACE medical in the editor?

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im using ```[this, "body", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced;

wind raptor
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ace_medical_fnc_addDamageToUnit might be the better one.

sacred briar
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thank you ๐Ÿ™‚

delicate flax
#

Hey guys, i just start to create a custom military base at sea, with some builds, objects and other stuff and i ask if there is any editor comand that join all the thing in one only? i say that because when i put AI's in the base they beahave strange, dont recunise stairs, ramps, and buildings, they walk throuh walls and fall over the plataform.
I see some customs bases in workshop and i wounder how they do it to apply with me.
tks for the help guys. good games ๐Ÿ‘

vestal perch
#

no

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and AIs wont work on such structures

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AIs likely dont work on the workshop ones either

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the structure system and AI pathfinding is not meant for that kind of building

lone dirge
# hallow steppe worked like a charm, thanks!

If you have grouped the units to the helicopter they will go inside after a Get Out WP, make sure you put down the heli first and then put down the Group, but make sure there's not a line between the heli and the units. then you drag the units inside the heli.

long dune
#

Hello, i'm doing multiplayer testing for one of my scenarios and i'm looking for someone to help, if you are interested please DM me, thanks.

plain gale
crystal solar
#

Hi all i cant send screenshots to this server and i need to in order to ask a question uh...were do i go from here ( but still get a reply since this is the editor channel wich is what the question is for

keen jolt
crystal solar
#

so private chat someone from here? is that allowed let me check rules i just got banned from another server by a cheeky admin for not reading this part of the rules before asking for help wich seems to hard for people to do these days so annoying likely to send it to screenshot page but if private chat is allowed i wil be happy to

prisma oyster
crystal solar
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never used one before

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will anyone here see it ? and be able to reply to questions in regards to that screenshot there ?

keen jolt
crystal solar
#

hmmmm i could try explaining it while i upload it to like the screenshare arma then if u have a look at it there that'll be what im reffering to i'll pin a example to question refer here so u know what your looking for if that helps ?

crystal solar
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ok got it thats what i was reffering to

#

what i want. ( is some op for FIA .to fire mortars on this camp area ( then i need these guys the British, troops to react to it but not go bizarc and go running away searching ( i wanted a Chinook to arrive to bring in a response,team ( then i need to get some FIA ground troops to assault the camp and take it over. ) if this makes sense

#

there's the messege anyway

prisma oyster
#

#error missing ) cannot compile
4 (, 1 )

crystal solar
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sorry bit confused what u meant

sacred briar
#

Does hideObjectGlobal work for all players on a server?

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this addAction ["Recover Intel", {hideObjectGlobal i1; hideObjectGlobal i2; hideObjectGlobal i3; hideObjectGlobal i4; hideObjectGlobal i5;}]
such as this?

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Yes, i know i did it the long way around, its less work for my smol brain

prisma oyster
sacred briar
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Someone said to me it wouldnt, and that its dependant on how i call it

wind raptor
prisma oyster
woven oak
#

How do I make an AI vehicle transport (ViVT) load a vehicle into its cargo bay?

fading goblet
#

You can't have an AI do that; but you can make a script which does it.
eg. 1) let AI drive vehicle A near vehicle B, 2) let AI step out of the vehicle, 3) run script to put vehicle A in vehicle B

fading goblet
#

^^ didn't knew that exists ๐Ÿ˜ฎ
But does it work properly? ๐Ÿค”

prisma oyster
#

โ€ฆthat's another story

lapis basin
#

K thx @prisma oyster

stable anvil
#

Say I have an object that I want to spawn at randomly selected points when the mp mission starts, how would I do this?

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I have set locations for the object to spawn, but i want it to randomly spawn at one of them

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I want to do this for vehicles and supply crates

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if anyone can help, please @ me

wind raptor
#

initServer.sqf:

MyObject setPos selectRandom [Pos1, Pos2, ...];
```@stable anvil
stable anvil
#

@wind raptor thanks! will this work for anything, players, markers, objects, etc.?

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and can i have mutiple of these all in initServer.sqf?

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for multiple objects to all have random positions

wind raptor
#

For players it's probably best placed in initPlayerLocal.sqf or onPlayerRespawn.sqf.
Markers need to use setMarkerPos.
Having multiple lines of code is no problem ๐Ÿ™‚

sharp lagoon
#

How can i do the respawn menu loadouts in editor.

sharp lagoon
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Thanks

fair karma
#

For the menu loadoits

stable anvil
#

@wind raptor thats perfect, thank you so much

stable anvil
#

I am getting an error here:

"EndZone" setMarkerPos selectRandom [12304.273, 13228.261], [12491.207, 12743.95], [13041.601, 13256.890], [13346.879, 13396.902], [14295.681, 13029.84]];
#

the marker's name is EndZone

past sun
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Missing [ at the start..

stable anvil
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oh

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thanks

stable anvil
#

This is what I have in initPlayerLocal.sqf

"player1" setPos selectRandom [[12316, 13128], [13240, 13580], [14255, 13209]];

"player2" setPos selectRandom [[12744, 13594], [12535, 12990], [13562, 13144]];

"player3" setPos selectRandom [[13338, 13284], [12467, 13429], [13847, 13072]];

"player4" setPos selectRandom [[14049, 13481], [13003, 13332], [12099, 13306]];

"player5" setPos selectRandom [[14143, 12959], [13633, 13460], [12698, 13289]];
#

does that look like it'll work?

#

it seems to have an error

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error setPos: type string, expected object

keen jolt
#

"player5" , etc. is a string

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you must provide objects

stable anvil
#

oh wait

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well, I have my units' variable names set to "player1", "player2," etc.

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what should I put instead of "player1", "player2", etc.?

#

@keen jolt

keen jolt
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player1, etc

stable anvil
#

so no quotations

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got it

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thank you

keen jolt
stable anvil
#

oh yea

#

i took a coding course once

#

now i remember

#

but how come you need quotations for setMarkerPos?

#
"EndZone" setMarkerPos selectRandom [12304.273, 13228.261], [12491.207, 12743.95], [13041.601, 13256.890], [13346.879, 13396.902], [14295.681, 13029.84]];
#

is it because it already knows that it is a marker, so it looks for markers named whatever is inside the quotes?

prisma oyster
stable anvil
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ok

#

I am learning

prisma oyster
#

yep; markers are an editor's specificity ๐Ÿ™‚

stable anvil
#

and if I wanted these guys to be parachuting from way up high, I just add a third value to the brackets like this:

player1 setPos selectRandom [[12316, 13128, 350], [13240, 13580, 350], [14255, 13209, 350]];

prisma oyster
#

yep

#

x, y and z

stable anvil
#

ok nice

#

yea

stable anvil
#

how can I make a vehicle's fuel and health random as well?

prisma oyster
#

setFuel and setDamage with a random 0.95

stable anvil
#

what if I want to also set the vehicle's rotation randomly

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i would like it to spawn at one of 5 random points, but for each point i would like it to have a specific rotation

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can I just add the value to the setPos?

prisma oyster
stable anvil
#

yea, I was searching the wiki for "object rotation" and "setrotation" but nothing came up

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thanks

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but heres the thing

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i want each random rotation to be attached to one of the random positions

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how would I do this?

prisma oyster
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I, huh, what?

stable anvil
#

ok

#

so

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I have a vehicle, and I want it to spawn randomly at one of 5 set positions. as well as position, I want to control the rotation

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so each position has a rotation that goes with it

prisma oyster
#

you could selectRandom an array of arrays

#

e.g [position, direction]

hallow steppe
wind raptor
#

Custom Editor Compositions can only be used in the editor, you can't use them during the mission.

hallow steppe
#

yeah so the trigger is in the editor and its a premade bohemia composition

keen jolt
#

@prisma oyster @stable anvil better use the alternative syntax of random (small values for health could explode the vehicle)
something like:

_veh setFuel random [0.2,0.6,1];
_veh setDamage random [0,0.25,0.5];
keen jolt
prisma oyster
#

but yeah for vehicles, I would random 0.95 (threshold iirc)

stable anvil
#

Lou, you mentioned setting up an array of positions+directions

#

could you give me an example of how I would do that?

#

I have a vehicle and I want it to spawn randomly at one of 5 locations, but at each location it must have a specific rotation

keen jolt
#

@stable anvil ```sqf
TAG_pos_dir_array = [
[[1,2,3], 0],
...
[_pos, _dir]
];

#
selectRandom TAG_pos_dir_array params ["_pos", "_dir"];
_obj setPos _pos;
_obj setDir _dir;
prisma oyster
#
private _posAndDirs = [
  [[0,0,0], 45],
  [[4000,4000,5], 180]
];

private _posAndDir = selectRandom _posAndDirs;

_posAndDir params ["_pos", "_dir"];

_obj setDir _dir;
_obj setPosATL _pos;
stable anvil
#

I dont really understand any of that code lol

#

so, what in that would I replace?

prisma oyster
#

@keen jolt not ninja'd, I broke it down even smaller to avoid one-liners ^^

stable anvil
#

what is _obj?

keen jolt
#

a variable named _obj containing an object

stable anvil
#

do I replace it with my own variable name?

prisma oyster
#

yeah

stable anvil
#

ok

prisma oyster
#

what you want to set pos and dir, use that ๐Ÿ™‚

stable anvil
#

the variable name of the vehicle is prowler1

#

so

#
private _posAndDirs = [
  [[0,0,0], 45],
  [[4000,4000,5], 180]
];

private _posAndDir = selectRandom _posAndDirs;

_posAndDir params ["_pos", "_dir"];

prowler1 setDir _dir;
prowler1 setPosATL _pos;
#

do I need the underscore?

keen jolt
# stable anvil I dont really understand any of that code lol
//create an array of pos-and-dir pairs
private _posAndDirs = [
  [[0,0,0], 45], //pos, dir
  [[4000,4000,5], 180] //pos, dir
];

private _posAndDir = selectRandom _posAndDirs; //select a randow element from the array (returns a sub-array containing pos-dir pair)

_posAndDir params ["_pos", "_dir"]; //params means assign each element of the array to new variables

_obj setDir _dir;
_obj setPosATL _pos;
stable anvil
#
  [[0,0,0], 45],
  [[4000,4000,5], 180]

and these are the numerical values

#

so the [0,0,0] and [4000,4000,5] are the xyz

#

and the , 45] and , 180] are the directions?

keen jolt
#

yes

stable anvil
#

ok nice

#

and I can add as many of those as I want

keen jolt
#

yeah

#

just watch the commas

stable anvil
#

and if the variable name is prowler1, then what exactly do I replace _obj with?

#

@keen jolt

stable anvil
#

and do I just add this to the initServer.sqf file?

#

@keen jolt

keen jolt
#

dunno what you want to do, but I guess yeah

stable anvil
#

ok

#

you know what, screw it

#

i dont need the rotations

#

not that important

#

thanks for the help guys

wind raptor
#

You have it all figured out and then you give up?

stable anvil
#

well i almost figured it out

#

and then i decided to just do it the easier way

#

because i realized that it really didnt matter

#

but now i am almost done with this mission

#

except for one big part

#

I need to have random loot supply boxes

ashen haven
#

I canโ€™t figure editor out at all. I canโ€™t figure out how to place the equipment box (canโ€™t remember the proper name) and when I spawn in vehicles thereโ€™s a pilot or driver in the seat so I canโ€™t get in to use it. Iโ€™m trying to set up a private session for me and a mate so we can practice using the gear and vehicles together

stable anvil
#

on the right there is a checkbox that says "place vehicles with crew"

#

by default it is on

#

you wanna turn it off

#

and I think by equipment box, you mean virtual arsenal

#

place down any storage container and add some code to it

#

one sec

ashen haven
#

I understood all of that except the add some code to it

stable anvil
#
["AmmoboxInit", [this, true]] call BIS_fnc_arsenal;
#

I think if you add that to the init in the storage crate, it should be a virtual arsenal

#

wait nevermind

#

i think you can just go change the equipment storage from default to virtual

#

then you have to select all the items that you want in the crate

#

just add them to the storage, and then they will be available in the arsenal

#

in infinate quantities

ashen haven
#

Is there an option to select all or do I need to do it all individually and does this include uniforms

stable anvil
#

actually yea

#

both of those methods work

#

use the code

#

put that in the init

#

that way it will select all

ashen haven
#

Nice man thank

stable anvil
#

@ashen haven

ashen haven
#

Is there a way to add zombies like day z to a private game in editor

stable anvil
#

i have no idea

ashen haven
#

This is probs a stupid question but is there a way to play other ppls scenarios like download them ones that have already been created

prisma oyster
ashen haven
#

Nice thanks for the help guys. Iโ€™ve had the game for a fortnight now and I d been struggling on how to do those things

stable anvil
#
"EndZone" setMarkerPos selectRandom [[12304, 13228], [12491, 12743], [13041, 13256], [13346, 13396], [14295, 13029]];
prowler1 setPos selectRandom [[12281.021, 12914.718], [12487.15, 13190.67], [12513.573, 13597.261], [13326.398, 13357.68], [14013.28, 12988.154]];
prowler2 setPos selectRandom [[12122.804, 13210.955], [12457.02, 12551.675], [12844.075, 13437.29], [13498.390, 13145.377], [14247.068, 12999.111]];
prowler3 setPos selectRandom [[13499.693, 13086.174], [13798.843, 13016.316], [14121.88, 12980.076]];
prowler4 setPos selectRandom [[12288.555, 13522.244], [12555.04, 13011.104], [13047.401, 13230.975]];

anyone know why I am getting an error on line 3?

#

that would be the "prowler2" part

#

oh

#

i think i might know why

#

prowler 1 and 2 only have a 50% chance of being present

#

so it is getting errors on the second and third line of code

#

does that make sense?

keen jolt
#

depends
what's the error?

stable anvil
#

one sec

#

yea i think it must be that

#

because the error only comes up 3/4 of the time

#

and it happens on line 2 and 3

#

forget about line 1 btw, it is irrelevant

prisma oyster
stable anvil
#

it wants me to define prowler2 and prowler1

#

and they only have a 50% chance to be present

#

so that is the error

#

when one of them or both are not present, then an error message shows up asking me to define it

#

because it doesnt exist

#

is there any way for me to just get rid of that error message?

prisma oyster
#

you don't get rid of the error message, you fix the issue ๐Ÿ˜‰

stable anvil
#

yea lol

#

ok let me try that

cloud sparrow
#

-noLogs meowtrash

#

๐Ÿƒโ€โ™‚๏ธ

prisma oyster
fair karma
#

Wookies?

stable anvil
#

well i havent tried it yet

#

because it isnt urgent

#

but now i need to start working on another piece of code

#

i need to have all supply crates of a certain type to have randomly generated loot

stable anvil
#

can someone help me with that

#

i just need the contents of containers to be randomized

vestal perch
#

have you looked for any commands or code that you could use for such thing?

hallow steppe
#

anyone know how i can beef up the Pawnee miniguns by perhaps making them explosive?

fair karma
#

Without breaking your game? No

keen jolt
hallow steppe
#

ah i see some stuff about it, thanks

keen jolt
#

ok np

hallow steppe
#

this loadMagazine [[0], "gatling_20mm", "2000Rnd_20mm_shells"];

keen jolt
#

did I say that?

#

you can either mod it, or use a Fired event handler and replace the projectile with another one

hallow steppe
#

is loading it with a different munition not modding it?

#

if that won't work, how would i implement a fired handler?

fair karma
keen jolt
hallow steppe
#

ah ok thanks

keen jolt
#

and no that won't work

#

@hallow steppe
for example, this can make the player's weapons fire RPGs:

player addEventHandler ["FiredMan", {
_proj = _this#6;
_pos = getPosWorld _proj;
_rpg = createVehicle ["R_PG7_F", _pos];
_rpg setPosWorld _pos;
_rpg setVectorDirAndUp [vectorDir _proj, vectorUp _proj];
_rpg setVelocityModelSpace [0, 300, 0];
_rpg setShotParents [_this#0, _this#0];
deleteVehicle _proj;
}]
hallow steppe
#

appreciate it

hallow steppe
#

ill try using currentweapon and an if

keen jolt
#

the event handler already returns the weapon

#

also for vehicle variant, use the "Fired" EH instead (on the vehicle)

hallow steppe
#

right that's what i ended p doing

#

had

this addEventHandler ["Fired", { 
_proj = _this#6; 
_pos = getPosWorld _proj; 
_rpg = createVehicle ["B_20mm", _pos]; 
_rpg setPosWorld _pos; 
_rpg setVectorDirAndUp [vectorDir _proj, vectorUp _proj]; 
_rpg setVelocityModelSpace [0, 300, 0]; 
_rpg setShotParents [_this#0, _this#0]; 
deleteVehicle _proj; 
}]```
#

any idea why this wouldn't work ?

if (currentWeapon this == "M134") then
keen jolt
hallow steppe
#

ah thanks

keen jolt
#

I also made the projectile faster

#

(600 m/s)

hallow steppe
#

๐Ÿ‘

#

only thing is its saying _rpg is a reserved variable

keen jolt
#

it was missing something

#

corrected

hallow steppe
#

works amazingly, thanks!

dim kindle
#

Has anyone ever made a mission with the MP Support Modules? Not the CAS or Artillery ones. Support missions for the player.
Classname moduleMPTypeGroundSupport_F
Function name BIS_fnc_ModuleMPTypeGroundSupport
The BIKI doesn't have any article or example. Can't find anything in the BI forums.

next badger
#

Hi all, quick question is it possible to set Data Link so that only member of the same group (not side) are data sharing? E.g. for wasteland where u might have different (enemy to each other) groups within one faction.

next badger
sudden escarp
#

This is good for super destruction.

player addEventHandler ["Fired", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
    if (!local _unit) exitWith {};

    private _position = getPosWorld _projectile;
    private _dirAndUp = [vectorDir _projectile, vectorUp _projectile];
    private _velocity = velocity _projectile;

    deleteVehicle _projectile;

    _projectile = "Bomb_04_F" createVehicle [0,0,0];
    _projectile setPosWorld _position;
    _projectile setVectorDirAndUp _dirAndUp;
    _projectile setVelocityModelSpace [0, 9900, 0];

    [_projectile, [_unit, _gunner]] remoteExec ["setShotParents", 2];
}];

Super speed rapid fire GBU action.

verbal rose
#

Alright so this is kinda stupid but does anyone have a good way to spawn an immobile VLS cruise missile (as a prop)?

I've actually been able to get good results with the following code but 1. still has rocket engine effect 2. explosion still occurs on collision (I can deal with this and #1 too to a lesser extent) and 3. massive and particular (i.e. specifically drops to 30 or 15 frames) frame drops when looking at certain parts of the missile (arma continues to be cursed)

Code (is in init of helper, existing objects are V2_Rocket1_Helper which the rocket spawns at, plus a truck named V2_Rocket1_Carrier to "hold" the missile):

V2_Rocket1 = "ammo_Missile_Cruise_01" createVehicle position this; V2_Rocket1 enableSimulation false; V2_Rocket1 setVectorDirAndUp [[0, 270, 180], [0, 180, 180]]; [V2_Rocket1, V2_Rocket1_Carrier] call BIS_fnc_attachToRelative; V2_Rocket1_Helper attachTo [V2_Rocket1_Carrier];

verbal rose
#

there's a command for that?
you know what, that would solve a lot of things

verbal rose
#

Thanks, I'll check that out

dry marten
#

Anyone know if it is possible to delay the parachute opening, on airdrops?
Would like to airdrop in supplies from a high altitude, but not wait a millennium for them to touch the ground.

broken inlet
#

I think that's game behaviour, maybe you can get around it with some #arma3_scripting ?

reef lintel
fading goblet
#

Might want to take a look at LAMBS RPG; so AI will use RPG's more (instead of breaking the game and only shoot AT with any weapon)

bold estuary
#

Hello everybody how are you

#

If i use garbage collection in my mission, how do i exclude certain objects from this feature? Would checking the special state โ€œdisable deletion on deathโ€ do the trick?

plain gale
#

@bold estuary yes

bold estuary
#

Nice thanks!

mellow fjord
#

does any one know how to use zeus manage resources module?

stable anvil
#

how could I make a supply crate spawn mid air with a parachute at the start of the mission?

last aurora
stable anvil
#

I am not zeusing

#

its part of a battle royale game that I am making

#

I basically just want a box with a parachute in the editor

#

and I cant figure out how to get one

wide shore
eager oasis
stable anvil
#

oh lol

#

missed that

broken inlet
#

furretwoah TIL that you can change the object rotation widgets to either be oriented globally (all the same direction no matter the objects rotation)
or locally (widgets move with the vehicles rotation)

spice crag
#

hey i have kind of a simple issue
im making a task where you have to report in and wanted to do that with a console object so I made a task with id "ms" and want that to succeed when a player interacts with the console so I added an addaction to the object:
this AddAction ["Report in", {ms setTaskState "succeeded"}]

#

but i get a type error

#

error type object expected task

#

any ideas?

last aurora
spice crag
#

i tried that so my console object now has
this AddAction ["Report in", {["ms", "succeeded", "Successfully reported in"] call BIS_fnc_taskSetState;}]
in the init, and the task completes successfully, but I get this weird error

error type string, expected bool```
prisma oyster
spice crag
#

third argument?

small patrol
#

"Successfully reported in"

spice crag
#

i thought that was a hint

small patrol
#

It should be a Boolean, not a String

spice crag
#

ohhh showHint is a bool

#

awesome it works, thank you everyone

fathom pawn
#

can someone help me out plz?

#

i'm trying to get myself a hosted server. i already tried some things out on the editor together with a friend but when he is ingame as zeus he can see markers on his units, cars, waypoints etc. but when i click on play scenario i dont see any markers anywhere, not my vehicles, not my units, not my waypoints or markers, i can just fly around and do earthquackes etc. someone can help me out with what i did wrong that made it not possible to see markers and add and delete things while beeing zues?

wind raptor
midnight mulch
#

Fellas

#

How do I set up Supply Drops to work with modded items? The in game base supply drop isn't what I want

#

I use a virtual supply drop module, since the operation is space limited, and I can't have 10 crates and 4 different helicopters

plain gale
#

You have to manipulate the create's content via script

#

Use the "Create Init:" field for that.

midnight mulch
#

Ah

hardy solstice
#

Hey guys
I'm trying to make a box with bits in hide until they activate a trigger so I've put box1 hideObject true; inside the init box and in the trigger on act I've put the opposite however when trigger activates the box doesn't re appear am I doing something wrong?

I'm trying to basically see if it would improve fps as I have a lot of boxes

Or would it be better to just disable simulation altogether instead

#

Or is there a neat object cache thing I can try

prisma oyster
#

I've put box1 hideObject true; inside the init box and in the trigger on act I've put the opposite
1/ everytime someone connects, the hide code will run for him (this code has a local effect)
2/ define "opposite"
3/ is the box named box1 (I suppose so)
4/ to what is the trigger's activation set, and is the trigger server-only?
seek to use hideObjectGlobal here (server-side)

#

@hardy solstice โ†‘

hardy solstice
#

Ah

#

Opposite by box1 hideObject false;

Ill try using hideObjectGlobal

#

Trigger was not set to server only

#

Would hiding object help better than disable simulation?

prisma oyster
#

for what, performance? a crate is almost nothing on perfs

hardy solstice
#

Let's say 50 odd spread out :)

prisma oyster
#

hiding them will only save (some) GPU perf when on screen

hardy solstice
#

Ah not worth it really then ok thanks lou

steady trout
hardy solstice
#

Use a vr platform square thingy put respawn module on it and hide object

#

Worked for me

#

Triggers also execute globally so it will tp everyone

steady trout
#

alright I will give it a try

steady trout
hardy solstice
#

I wish they fixed that lol

#

What about putting module like 3m above carrier??

steady trout
#

I can try but previously when I was trying to set spawn on the deck I was still spawning in the water

hardy solstice
#

Devs any plan to combat this?? ๐Ÿ‘€ its always been a problem lol

#

@steady trout alternatively put a vehicle on carrier and sync respawn module to it?

steady trout
#

I have vehicles on the carrier I just don't know how to do it

#

I Figured out I was very unlucky and just happened to choose a bad spot to set a spawn, it is now working after relocating the spawn.

steady trout
#

Well even if it is i found a spot where the issue doesn't happen

charred eagle
#

Anyone know some good mods i can use in the editor to help me make better missions

#

I'm already using 3DEN Enhanced

broken inlet
#

Iirc there's one called Eden or 3den 2.0 which looked quite neat @charred eagle

#

there's also a mod that makes it easier to place effects, but I cant remember if that still works

plain gale
willow ember
#

Hello, new guy here. Looking to limit the AI operated "Praetorian 1C" to only fire at Air targets, NOT anything it sees. Is there something I can put in the INI to achieve this?

neon rock
#

Is there any way to make the AI only use Auto fire?

small patrol
#

Guess you need to make a damnly scripted workaround or make config

keen jolt
prisma oyster
#

(and script the rest of course)

plain gale
#

just place some h barriers around it, then it can't target ground targets ๐Ÿ˜„

hardy solstice
#

Hey guys

I want to hide a specific marker on the map and only let WEST see it.

Long story short: I have a escape and evade thingy and this big green marker will place itself randomly around a player every 300 seconds and at the same Time get smaller thus reducing search radius

However I dont want the independent to see this if that makes sense?

small patrol
#

Use local variants of marker control commands?

hardy solstice
#

Like createMarkerLocal sorta thing?

small patrol
#

That's actually the best idea I can say, or wait until next update that introduces some marker commands updates

hardy solstice
#

Oh okay thanks!

#

Could I get a sneak peak at the wiki if it's on there? These new commands

small patrol
hardy solstice
#

Would this work

if (side๏ปฟ๏ปฟ player != resistance) {๏ปฟdeleteMarkerLocal marker1};

Sorry for the format I'm on my phone

prisma oyster
#

yes, but everytime it is moved it gets broadcast

#

you should either use the new syntax or use a client-side script with markerLocal commands

unique drift
#

A mod that my community was using was removed in the workshop, not allowing me to open a mission file, is there anyway to remove the mod from the mission file to prevent a loss of the mission?

prisma oyster
unique drift
#

How does one do that?

prisma oyster
unique drift
#

You just saved me about 9 hours of work, thank you so much lol

prisma oyster
#

with pleasure, I only learnt that trick some months ago ^^

queen igloo
#

Can someone help me create a server with a stratis map, it is only for missions with fighters and helicopters, but I want to do it with my friends and we have no idea.

postscript: should be compatible with TADST

prisma oyster
#

unless you mean creating a mission

queen igloo
#

no

#

do a mission and play with my friends

willow ember
#

Hey, another new guy question. I was wondering if there is a way to keep someone from falling through the deck of the two ships (The liberty and the freedom)๏ฟผ. I put teleporting pads on them and when I get to one via teleport I just fall through.

Anyway to prevent this from happening?๏ฟผ

hardy solstice
#
{ hintSilent "A player went out of bounds for too long... They paid with their lives." } forEach thisList;```

would this inside a trigger onAct only display a hint for the person inside the trigger area?
#

i know triggers operate on a global level sorta thing ๐Ÿ˜ฆ but want to make it so if player 4 goes in the area he gets a message etc

keen jolt
hardy solstice
#

oh okay

dawn topaz
#

@willow ember Saw this few lines up the thread
"I Figured out I was very unlucky and just happened to choose a bad spot to set a spawn, it is now working after relocating the spawn."
He was having same problem as you describe hth

hardy solstice
#
player in thisList;``` would that work if i put it in the condition leopard?
keen jolt
hardy solstice
#

yeah that are in that trigger area

its a out of bounds warning message kinda thing

keen jolt
#

and simply put this in the activation: hint "some hint"

hardy solstice
#

if they keep going they come to another trigger with

{ _x setDamage 1; } forEach thisList;
hintSilent "A player went out of bounds for too long... They paid with their lives.";``` in the onAct box
keen jolt
#

that'll only work if everyone gets into the trigger at the same time

hardy solstice
#

as you can see im still learning lol

#

to make trigger local you uncheck the server box right?

keen jolt
#

I don't think it can be done in eden

hardy solstice
#

ohhhh

#

sorry

keen jolt
#

@hardy solstice you can put something like this in initPlayerLocal.sqf to do that for you:

_trigger = createTrigger ["EmptyDetector", _pos, false]; //change pos
_trigger setTriggerArea [100, 50, 0, true]; //change this
_trigger setTriggerActivation ["ANYPLAYER", "PRESENT", true];
_trigger setTriggerStatements ["true", "hint 'hint'", ""];
hardy solstice
#

massive help thank you

spice crag
#

If I want to add a countdown timer to a task so that if it's not completed in 5 mins or so it fails, how should I go about accomplishing that? I know triggers have countdown timers but that info isn't shown to the player

spice crag
#

Time to learn scripting i guess

radiant oyster
#

Hey, does someone know how to disable the building interior lighting in CUP on zargabad?

dim kindle
#

Anyone mind helping me test me new dedicated server?

#

All i need is to see if u can log on

novel cobalt
#

Is there still no way to allow zeuses to place GUARD waypoints?

twilit dragon
#

anyone know anything about FSM Edit? or FSMs in general? I kinda do, just wrapping my head around the Arma 3 aspects.

bold estuary
#

guys does the edit terrain object and hide terrain object module work correctly in MP?

radiant oyster
#

I'm pretty sure that hide works but edit doesn't

patent steppe
#

@bold estuary
From my experiences (MP) :
Hide Terrain Module : Works yes, but can do funky things if you place
an object in the created empty spot.
Edit Terrain Module :
Works well for getting doors open or trigger activating a gate that is map owned or destroying a particular building ect.

fading goblet
#

They work both in MP without issues.
Just make sure you set Hide Terrain Module to "execute local", to prevent lag for everyone when someone JIP's

bold estuary
#

thanks guys

#

sometime last year i placed too many of the hide object and edit objects on the map and they kinda stopped working for some reason

#

anyone ever run into this problem?

#

after i remove some of the modules they work again

fading goblet
#

We sometimes hide 80-90% of the terrain for missions (to increase performance), and as long as they are executed locally (which is a setting in the module) they work perfectly fine.
Clients will have a slightly slower start (because it needs to hide all the objects when they load the terrain), but after that it's as smooth as.... depending on the rest of the mission.

sharp lagoon
#

i've had this problem that arsenal loadouts arent working in editor. im playing it on the multiplayer and it will load the original loadout of the soldier i use. what do i need to do to get the arsenal loadouts working?

wind raptor
#

@sharp lagoon Respawn on start enabled?

sharp lagoon
#

where do i find that

wind raptor
#

Well it says default is 1, so unless you actually have a description.ext changing that, respawn on start is enabled and probably the reason why your loadouts reset.

sharp lagoon
keen jolt
#

It's self explanatory

wind raptor
#

respawnOnStart?
In the description.ext file of your mission. That file doesn't exist by default, so you have to create it. There's probably some quick tutorial videos floating around on how to create a description.ext (the main and only pit fall is creating description.ext.txt instead of description.ext), follow one of these until you have a blank description.ext and then you can put respawnOnStart = 0; in there, save and... not respawn on start anymore.
Not sure if not respawning on start is what you want, but that's how you get that going.

sharp lagoon
#

Thanks

#

Ill try it

wind raptor
#

Just so that nobody can say I gave you bad advice: Instead of disabling respawn on start (which you might want to have enabled, depends on the mission), you can fix the loadouts via script (setUnitLoadout). But unfortunately it's a bit complicated because you have to export the loadout with getUnitLoadout first.

radiant oyster
spiral osprey
#

Is it possible for two people to edit a mission at the same time? Essentially multiplayer editing.

small patrol
#

No

broken inlet
hardy solstice
#

Hey guys I think I touched base on this yesterday but having a slightly different problem.

The trigger works and everything hunky dory but... as of when a new player joins it goes off again ๐Ÿ˜ณ do I have to click the server box and do a remote exec target thing??

#

I think last time I ticked that box the hint didn't show for players as it just executed on server

#

If R3vo is here is there any magic you can do with triggers for 3den enhanced ๐Ÿ˜‰

plain gale
#

@hardy solstice I am here, but I won't touch triggers. They behave differently from normal units when adding attributes to them.

wind raptor
hazy lava
#

Got a small mission on a map. Have Enhanced Zeus installed. Given a certain player Zeus, but they seem to have limited permissions in Zeus. This only started happening 1 day ago. Must have been a setting I accidentally clicked.

broken inlet
#

can you define 'limited permission'? @hazy lava

hazy lava
#

They don't have access to some modules. They can no use the right click function on objects when in Zeus (enhanced zeus)

#

@broken inlet

broken inlet
#

Hm not sure what'd cause that, sorry

hazy lava
#

np

broken inlet
#

Make sure that you have all addons enabled in the game master module I guess?

hardy solstice
#

Thanks ansin I'll give that a go

hardy solstice
hardy solstice
#

[Sorry on phone apologies for format]

{"test"} remoteExec ["hintSilent", 0, false];

If I put that into a trigger that's got the server box ticked

When a new player joins will it stop executing every time?

#

I'm guessing it's the JIP function doing it's thing

plain gale
hardy solstice
#

Oh JIP default false anyway ๐Ÿค”

Wonder why every time someone joined the hint kept going off (server box wasn't ticked)

bold estuary
fading goblet
#

yes; every object that isn't there, doesn't have to be calculated on the client ๐Ÿ˜‰

swift crystal
#

I have a question, and i tried a lot of things but still dont know how.

So i placed the respawn position module on top of the USS Freedom, but when i press respawn, i do spawn on the water. How do i solve it ?

timid linden
#

So whats the easiest way one would disable crosshairs but allow 3rdPerson nowadays?

fading goblet
#

custom difficulty settings?

hardy solstice
#

I wish they fixed that little thing with carrier deck spawn with the module haha

swift crystal
#

thank you for the reply.

verbal pine
#

Hi everyone! I need a little help. See there is this following problem: I have created a mission in editor that's kinda complex and it took me 1 year to finish. Now i'm about to invite some people to my server with this mission. But i don't really trust them and i'm worried that they might steal the mission file right after the download is finished when connecting to the server. My question is, is there any way to somehow secure the mission file (*.pbo) and prevent them from using that without my permission? Thank you

verbal pine
#

hm, not even binarize the entire folder so that arma understands it but people won't?

prisma oyster
#

what do you want to binarise, the sqm? extract, load in eden, save as non-bin, profit

sinful zenith
#

" My question is, is there any way to somehow secure the mission file (*.pbo) and prevent them from using that without my permission?"
no

verbal pine
#

well i'm looking for any way to prevent people from reading the pbo file and taking out scripts and other things for their personal use

sinful zenith
#

There is no absolutely safe way

#

everything can be unpacked

#

and exactly the people who want to steal your stuff, know best how to steal your stuff

verbal pine
#

So there is no way to make it at least a little bit more difficult?

prisma oyster
hardy solstice
#

Helloo

is there a way to somehow combat or prevent the old classic...
oh i got shot and theres a long respawn timer. I'll back out to lobby and re join
like to lock the slots or something

prisma oyster
hardy solstice
#

oh thanks will look into it

vast fulcrum
#

Not sure if thatโ€™s still possible

#

Mission sqm has to be in the pro though

#

Personally would say if you donโ€™t trust the individuals then donโ€™t let them on.

hot creek
#

Where abouts would I look to ask about things about cut scenes? Is there a channel for it?

pine garden
mellow halo
#

Hi does anyone have experience with 'setRandomStart' for objects?

small patrol
#

What's that?

verbal pine
#

@vast fulcrum thanks for the tip, i have no idea how to do that but someone else already suggested me an idea that i'm about to try, i hope it'll work

verbal rose
#

Hey guys, I'm trying to use a modded module that for some reason isn't compatible with a trigger (module starts on init no matter the attached trigger's state), is it possible to "pause" the module before it activates and "unpause" it later?

I know that I can try spawning in the module via script when I want to to activate, but this module in particular has its setting non-default and I don't how to set its setting via script, so unless there's a way to do that I'm limited to the "pausing" thing.

junior notch
#

I've made a zeus mission for my server but when i start up the server and load the map all I see in zeus when looking at units is like 2 of these:

#

It's only on Units > Blufor

#

I searched for an F-35 while testing out the mission but now all it shows is the F-35

keen jolt
keen jolt
junior notch
#

I already put it to allow all

verbal rose
junior notch
#

Is there a way to add all addons?

#

I already did that

verbal rose
#

then all addons should be visible in Zeus

junior notch
#

Well they're not

verbal rose
#

Send a pic of your zeus module

junior notch
#

If I got to groups or any other faction I can see everything

#

I replaced the zeus module but it's still not there

keen jolt
spiral osprey
#

I'm new to Arma 3 editing. A friend and I are attempting to create a mission we can play through, but we would like to create/edit it together. I figured out how to edit together (multiplayer) in Zeus, but is it possible to do the same in Eden?

broken inlet
#

nop not possible @spiral osprey

#

I recommend grabbing zeus enhanced though, that lets you do a lot of stuff that zeus normally cant do

spiral osprey
#

Thank you. I have Zeus Enhanced installed. I'm still finding my way around -- what's possible and not possible.

broken inlet
#

Oki bongocat

ancient nova
#

why is 1 chinook i'm using unable to hook vehicles but an exact clone can't hook at all?

plain gale
#

@ancient nova Depends on the config / scripts used.

ancient nova
keen jolt
#

1 chinook i'm using unable to hook vehicles but an exact clone can't hook at all
so neither can?! then what's the issue?

dawn topaz
#

That`s what i just read ๐Ÿ™‚

#

just tested in server using a container , a Huron, and copy / paste huron, hooks fine

#

What vehicle are you trying too lift

bold estuary
#

Guys how do i disable deletion of certain corpses by the garbage collection system?

#

Checking disable deletion on death didnt work. Still get deleted by garvage collection

ancient nova
broken inlet
little lantern
#

has anyone who has used the Sector module had issues with the Expression property running before the ownership changes?

#

my expression seems to be running both when someone enters the sector and when someone captures the sector

steep mulch
#

Regarding the Animals module, is there a reason why it ignores the Z coordiates?

#

example, place an Animals module on a buildings roof the module will recognize the Z coordinates but when previewed the specified animal will always spawn on the ground, ignoring the Z coordinates.

plain gale
#

Regarding the Animals module, is there a reason why it ignores the Z coordiates?
Yes, it was probably not considered when writing the code

broken inlet
#

Feedback Tracker time heh_r

steep mulch
#

yep ^^

nocturne oar
#

anyone know how I can activate a trigger when a player clicks on a mission? I want that to create and assign them the first task, but only when they've selected it off the strategic map

dim kindle
#

Hey guys, so my Hold fire until fired upon waypoint isnt working, no matter what i try, they always shoot at me regardless of what i do, any help?

past sun
#

Iirc, hold fire unless fired upon can more be translated as: Hold fire until spotted

#

instead of actually someone firing them

#

so that might be your case, in case you re testing...

pseudo kayak
#

Wondering if anyone could give me a hand. Trying to place a radio alpha trigger, but I can not seem to get it to work. I have tried all kinds of things, but the result is always the same, when I go to make the call and press 0-0. The second 0 (radio) option is grayed out. Any ideas?

small patrol
#

How did you set the trigger?

pseudo kayak
#

Text - test
type - guarded by blufor
activation - radio alpha
under that is activation type, and it is grayed out but says present.
Everything under that is the same as when it loaded

#

What I am trying to do is have a plane circle at altitude, and on radio order attack enemy in the AO. Im new to this so I am not sure what I am doing all the time, but i have gotten some other triggers to work, this one just continues to confuse me.

hardy solstice
pseudo kayak
#

Ok, ill try that now. Thanks

glad ice
#

๐Ÿ˜ฆ

pseudo kayak
#

Well that has given me the radio calls now, I just don't have the way points syncd right. Thanks!

pseudo kayak
#

Got it cased!! Thanks for the help @small patrol @hardy solstice ,appreciate it!

nocturne oar
plain gale
#

because triggerActivated does not what you think it does. Read the documentation

#

@nocturne oar

nocturne oar
#

cheers, i figured it out in the end. was very simple when i knew how. Set a variable in the trigger condition, then set var = true in the mission

dusty skiff
#

Which dlcs can I use in the editor so that people who have not bought the DLC can also access the server?

last aurora
#

iirc, as long as you don't put your mission on tanoa or livonia, everyone can join (even without the DLC)
if you use DLC items in your mission, only DLC owners can fully use it. a vehicle for example. only DLC owners can drive/fly it, non-DLC owners can only ride shotgun

dusty skiff
#

Thank you for your prompt reply - very helpful to me

strong marsh
#

hey! does anyone know if there is a way to place a marker: i.e. empty, select.. down in the 3d camera. Im doing a mission in vr so its very hard to know where im putting it, especially if I want to be precise.

velvet compass
strong marsh
#

it really is that simple huh

deft peak
#

Is there a way to change the "Object Specific" attributes from a modded vehicle?

deft peak
#

So like the vehicle (heli) I want to edit has some extra attributes that control the doors. You can add/remove them, open/close each side's doors etc.

keen jolt
#

That's not specific enough.
But generally speaking, you might be able to animate them using the animateSource command
Some are even configurable in Garage

nocturne oar
#

spent all day putting together tasks and simple triggers and testing them in the editor. But now when I load it up as a dedicated server they don't work right. Not sure what I'm missing

plain gale
#

@nocturne oar We don't know as well as long as you don't tell us what you did

prisma oyster
nocturne oar
#

https://imgur.com/a/kgyFo0h here is the gist of it. players start with a task to walk up to the map. that works in multiplayer from what I can tell. But I can't get the next tasks to trigger. Task A/B/C in this example

#

havent scripted anything other than getting the mission to call taA, and the trigger with taA = true is synced to createtask for task A

nocturne oar
#

I read the wiki page on multiplayer scripting and its all well beyond me. I'm not a programmer. But saw this line: editor-placed triggers are created on every machine unless specified otherwise ("Server Only" Eden Editor option ticked)

so my triggers should be fine, but its something to do with the taA variable i'm updating from the mission select? That doesn't do anything either on the server, or on the player machine?

wind raptor
#

What is that mission selection module? Something from Eden Enhanced?

nocturne oar
#

its under modules/strategic. Along with the strategic map stuff. All unmodded in this example

wind raptor
#

I've never used that module krtecek

#

So the sequence is this?

  1. Enter trigger - that opens the mission selection
  2. Then taA should be set to true
  3. Then a trigger should activate
nocturne oar
#

pretty much, the startegic map leys you select the missions and has "on activate" built into the module. Seen people use that field to teleport players close to the objective https://www.youtube.com/watch?v=Ysflm7UYAMc

#

i want to use it to activate a create task trigger

#

might just scrap it, but its a nice way to clean up having too many tasks across the whole map at once

wind raptor
#

Does it work in singleplayer?

nocturne oar
#

yep, and works in multiplayer testing from the editor. Just not when hosted on dedicated server

wind raptor
#

Are any triggers set to server only?

nocturne oar
wind raptor
#

You can remove the call from the condition, but that's not the issue.

#

Does the strategic map open when you test it with dedicated server?

nocturne oar
#

map opens, and that completes the objective to walk to the map. and the missions show up and can be selected. but they never trigger the next task

wind raptor
#

Are any triggers or tasks synchronised / connected to a player?

nocturne oar
#

nothing synced, create tasks are set to blufor, and the triggers are set to any player

wind raptor
#

Does every task have an ID?

nocturne oar
#

no i've left them blank. and I just tested it again and actually found another issue. Even my super simple walk to the map task trigger isn't working. First time it just unassigned, and now I can't get it to do anything. but its definitely set to complete in the editor, and works there

wind raptor
#

Try giving every task an ID, I have a vague memory of the Task Framework acting funny when not provided with IDs for every task.

nocturne oar
#

thats got the go to map objective working consistently it seems. But still no luck with the other tasks

#

thanks for taking a look at it. could just be the strategic map isnt set up for what I want it to do. I'll scrap that part of the mission and have my tasks assigned from the start

plain gale
wind raptor
#

Pretty sure the task modules use it @plain gale

nocturne oar
#

I'll take a look, but pretty sure anything other than plopping down modules in the editor is beyond me

wind raptor
#

Like I said, I'm pretty sure the task modules already use that framework.

nocturne oar
#

my tasks are all simple enough for the editor to handle anyway, walk here, blow up this etc. it's the strategic map mission module which I think is the issue

#

i can always try something weird, like have the mission module teleport a unit to a trigger hidden off in the corner of the map.

wind raptor
#

Well as far as I can tell the On Activation code of that module runs on the machine of the person that opened the Strategic Map. So then the trigger on the machine of that person should activate, and that should create the task at least on that person's machine (I'm pretty certain the Task Framework actually handles creating the task for everybody else too, but it should at least work for the player using the Strategic Map).

#

Have you tried giving every task an ID?

nocturne oar
#

I did. And that stopped the weirdness of the objective not completing properly. But no change to the create task trigger

wind raptor
#

Aggravating

nocturne oar
#

Haha. It's a puzzler

wind raptor
#

I can't look at module / function source code or do testing because I'm not home and the documentation on the Strategic Map is incomplete, so I'm out of ideas.

nocturne oar
#

no worries, appreciate it. Since its more complicated than me just missing a checkbox somewhere I'll try and find a way around it

deft peak
keen jolt
# deft peak Have they added a way to make an object invisible but keep its collision? I foun...

if you want it to be a specific object, the answer is still no
Some objects can become hidden using just their texture, but there's only a few of them (mostly helper objects, such as "Sign_Arrow_F"). For these you can use: ```sqf
{
_obj setObjectTextureGlobal [_forEachIndex, ""];
} forEach getObjectTextures _obj;

Some objects are hidden by default. Again those too are helper objects.
fading goblet
#

Wouldn't it help to also remove/change the rvmats with setObjectMaterialGlobal

keen jolt
#

yeah

fading goblet
#

since those usually contain their own textures

keen jolt
#

that too

fading goblet
#

But you are right; some models have hardcoded textures, so impossible to remove and therefor not possible to hide completely (unless using hideObject)

dim kindle
last aurora
past sun
#

@dim kindle If it is actually like I recall(not upon taking fire but upon spotted) , then you would need to set them to not shoot in any scenario(engagement rule: BLUE) and would need to script them to override that behavior. Basically a FiredNear EH and when triggered it will switch them to an engagement rule that allows them to return fire basically.
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#FiredNear

nocturne oar
#

if you just want a big battle I'm a fan of ALiVE mod. Watch a tutorial and you can get something up and running pretty quickly

gusty panther
#

Hi, quick question if anyone can help.

When I place containers(eg, RHSUSAF arms boxes, ace Arsenal on a NATO equipment box) in Eden, and test on multiplayer via Eden, the containers show up.

When I move scenario to Dedicated Server, the containers are not there. As Zeus, I have to right click nearby where they should be, show editable objects, which displays the yellow markers, and then show model and enable simulation.

#

These boxes are ticked in Eden and they work on local host.

Any ideas?

long dune
#

Hello,
I am looking for someone to help me test my multiplayer character progression and perk system as well as my faction joining mechanic, DM me if you are interested.

noble coral
#

How to use Locations objects in 3den editor for creating Locations?

I'm talking about objects of configfile >> "CfgVehicles" >> "LocationArea_F" - Systems -> Logic entities -> Locations

woven oak
#

What are some good ways to control your mission's fade-in time?

small patrol
#
"BlackIn" cutText ["","BLACK IN",5];```Adjust 5 here
thick vale
#

Hello guys, i am new in x-cam addon, i am trying to add bridge from vanilla game (Tanoa bridges which are on map already) to x-cam, is there a way how to do it?

#

on internet i can see script file with lines like this

["a3\structures_f_exp\infrastructure\bridges\bridgesea_01_f.p3d", [14569.8,13000.3,10.6124], [[0.99966,0.0260706,0],[0,0,1]]],
__

#

but i dont know in which program they created them or how they did that

#

does anyone have any idea what kind of stuff they used or how to do it?

vestal perch
#

you could just add those bridges on your terrain in buldozer/terrain builder

rough walrus
#

in which addon directory can I find the editor icons for building door special states?

rough walrus
#

got it: a3\modules_f\data\editterrainobject

plush bay
#

@gusty panther Objects placed in eden editor will not appear initially in zeus. You need to update the editable objects. One easy solution is to update the editable objects for all zeuses periodically from a script.

plain gale
gusty panther
#

Thanks for the responses @plain gale, @plush bay - let me be clear - the issue isn't that Zeus can't edit these objects by default, it's that they aren't appearing.

#

I want my arsenal box, and other storage containers in my FOB to appear by default - they don't on dedicated server, but they do in SP/Local host test in Eden Editor.

I can make them show by editing the objects as Zeus on dedicated server, but I dont want to have to Zeus these objects at all, I'd rather they just worked.

plain gale
delicate grotto
#

I was wanting to have a patrol that, when enemies are detected nearby, loads into a vehicle and falls back to allied forces. I tried to do this by setting up a patrol with move waypoints and a cycle command, then setting the Get In, move, and unload commands for the infantry after the cycle WP and syncing a trigger to the move and cycle waypoints to delete those waypoints when BLUFOR was detected in the radius. Upon testing, I found out that syncing a trigger to a move WP will prevent the move WP from being deleted when it's reached by the unit. Is there a way to do this in editor, or should I just give up?

delicate grotto
#

Set waypoint acquisition on a skip waypoint trigger, should've been more specific. Deleting it manually means that I might forget; it's a fairly complex mission with a lot going on.

keen jolt
wide shore
#

I'm looking to make a Warlords mission that is PvE with jyst GreFor, no OpFor. Anybody know if this is possible since trays m that's not how the mission was designed?

#

Or just BluFor vs OpFor if possible. Just not looking to have PvEvE

keen jolt
wide shore
#

Huh, for some reason I never thought of that. Will they still attempt to take area from one another without shooting one another?

keen jolt
#

I don't know what you mean

#

oh

#

you said you wanted to use Warlords

#

I've never played warlords so idk

wide shore
#

Alright, I'll play with it when I can get to my computer and see what behavior that gives me

thick vale
atomic hornet
#

how can I make it so that the car moves once the player squad gets in? so the order goes something likes this:

Player Squad get in truck
driver AI moves through the waypoints I set
player squad disembarks once the car reaches it's final waypoint

plain gale
#

Star Wars is banned here.

echo osprey
#

it's just about a composition but thx for the nice answer

keen jolt
atomic hornet
keen jolt
# atomic hornet Where do I put the script?

the event handler one goes in the vehicle init
the loop one can go in different places.

it's not a complete script.
you have to specify what you want to do. for example:

this addEventHandler ["GetIn", {
  _veh = _this#0;
  _unit = _this#2;
  if (group _unit == group player && {units _unit findIf {!(_x in _veh)} == -1}) then {
    group _veh addWaypoint [[1000,2000,0],-1];
  }
}];
#

also, in MP it requires more work

#

if that's what you're making this for

atomic hornet
#

Yeah, I'm making it for MP, what do I need to edit?

keen jolt
atomic hornet
#

yup

keen jolt
#

I supposed you can try this then:

if (!isServer) exitWith {};
this addEventHandler ["GetIn", {
  _veh = _this#0;
  _unit = _this#2;
  if (group _unit == players_group && {units _unit findIf {!(_x in _veh)} == -1}) then {
    group _veh addWaypoint [[1000,2000,0],-1];
  }
}];

if that doesn't work for some reason, use the loop variant (less optimized and not recommended):

if (!isServer) exitWith {};
0=[this] spawn {
  params ["_veh"];
  waitUntil {
    sleep 2;
    units players_group findIf {!(_x in _veh)} == -1
  };
  group _veh addWaypoint [[1000,2000,0],-1];
};
#

players_group is the variable name you gave to the group of players

atomic hornet
#

is this correct?

this addEventHandler ["GetIn", { 
  _veh = _this#0; 
  _unit = _this#2; 
  if (group _unit == Squad_1 && {units _unit findIf {!(_x in _veh)} == -1}) then { 
    group _veh addWaypoint [[6253.649,22090.99,0],-1]; 
  } 
}];```
keen jolt
#

yeah I suppose

atomic hornet
#

I'll test it out now

#

it doesn't work, the car moves before I get there. what should I change?

keen jolt
#

are you sure the driver is not in squad_1?

#

squad_1 should be the group in which the players are

atomic hornet
#

oh

#

the driver's in another squad

#

gonna change it

keen jolt
#

squad_1 should not be the group of the vehicle

#

the driver can be in squad_1

#

but it's better if it's not

atomic hornet
#

so, squad_1 is the player squad, I should have the driver be a part of a separate squad? and group_veh would be the driver's variable name?

keen jolt
atomic hornet
#

yeah

keen jolt
#

so have you added any other waypoint to the vehicle?

#

maybe that's why it moves

#

it shouldn't have any waypoints

atomic hornet
#

I have waypoints but they're after the one I put, should I remove them entirely?

keen jolt
#

yes

atomic hornet
#

alright

keen jolt
#

you can add a scripted waypoint

#

as the first waypoint

#

and add the other waypoints after that

#

or alternatively

#

remove all of them

#

and add them manually

#

using a command

#

I recommend the first option

#

just add a scripted waypoint, and add the other waypoints after that

#

when the group gets in, remove the scripted waypoint

#

and the vehicle will continue with the rest of the waypoints

atomic hornet
#

thanks for the help ๐Ÿ™‚

keen jolt
#

the first waypoint is at index 0

#
deleteWaypoint [veh_group, 0];
vestal perch
livid tartan
#

I have a trigger that uses setDate upon activation on a custom object, but for some reason its not working. How do I have to set the condition that the triggeer gets activated?

topaz plover
#

Hey I'm trying to create a remote control system for one of my target mods. The target in question is a moving one and its moving with a script I made called "TargetMove.sqf" I've done this by using userAction in the config.

But now I want to create a remote way of triggering it, so I thought I could use this in an objects init field

this addAction ["Target Move", "TargetMove.sqf"]; ```
#

However that just gives me an error "TargetMove.sqf not found"

vestal perch
#

The sqf is where? With no folder path it expects to find it in mission root or game engine root

topaz plover
#

oh right, can I put in the folder path into the addAction?

small patrol
#

folder\script.sqf

topaz plover
#

let me try that real quick!

#
this addAction ["Start Target", "FM_Blinktroll\scripts\TargetMove.sqf",];```
#

Doesnt throw any errors now, but target still wont move

#

class UserActions
        {
            class Loop_target
            {
                displayName="Start Target";
                position="blinktroll";
                radius=300;
                onlyForPlayer="true";
                condition="true";
                statement="[this] execVM '\FM_Blinktroll\scripts\TargetMove.sqf';";
            };
            class Loop_target_end
            {
                displayName="Stop Target";
                position="blinktroll";
                radius=300;
                onlyForPlayer="true";
                condition="true";
                statement="this setVariable ['running', 0];";

#

For reference here is the userActions in the config

small patrol
#

Am I safe to say that the last comma in the code is just a typo?

topaz plover
#

oh in the addAction, yes thats just a typo that happened when I wrote it out now.

small patrol
#
this addAction ["Start Target", "FM_Blinktroll\scripts\TargetMove.sqf",this];```Try?
topaz plover
#

Again no errors, but no movement either :/

#

_o = _this select 0;

_o setVariable ["running", 1];

while {(_o getVariable "running") == 1} do 
{
     
     sleep 0.5;

     _o animateSource ["motor_source", 1];
     
     sleep 14.6;
     
     _o animateSource ["motor_source", 0];
     
     sleep 14.6;
};

#

Here is the script in question

small patrol
#

It seems the script does not contain any of movement things

topaz plover
#

it does, animateSource "Motor_Source 1 and 0

#

and it sleeps the duration one animation cycle takes

#

so as soon as the anim is done playing to value of 1. it Resets back to 0 then loops untill told to stop.

small patrol
#

motor_source supposed to do what?

topaz plover
#

Thats just an AnimationSource


class AnimationSources
        {
            class motor_source
            {
                source="user";
                animPeriod=15;
                initPhase=0;
            };
            class gong_source
            {
                source="user";
                animPeriod=0.40000001;
                initPhase=0;
            };
        };

small patrol
#

I have no idea what is the object nor animation. Is it supposed to move a target or something entirely?

small patrol
#

Ah hmm, gotcha. Did you made sure the script's running via some debug commands such as systemChat?

topaz plover
#

No haven't tried that yet, any simple way of incorporating that into the addAction? I'm not the one who wrote these scripts for the targets. All scripting work on this mod is done by my friend @pseudo bloom

small patrol
#

You can put the script into a mission and run

topaz plover
#

Good call! I'll try that now

#

Putting it into a mission file and using only ```sqf

this addAction ["Start Target", "TargetMove.sqf"];

small patrol
#

Put sqf systemChat "It's running!";somewhere, so you can check if it's running or not

topaz plover
#

thats somewhere inside the script yeah?

small patrol
#

Yes

topaz plover
#

The message shows fine, but no movement still

small patrol
#

Next up, try to change while {(_o getVariable "running") == 1} do -> while {true} do so the while will run by any means

#

...oh wait

#
_o = _this select 3;```instead of `select 0;`?
topaz plover
#


while {(_o getVariable "running") == 1} do 
{

s>
15:42:34   Error position: <_o getVariable "running") == 1} do 
{

s>
15:42:34   Error Undefined variable in expression: _o
15:42:34 File C:\Users\Fredrik\Documents\Arma 3 - Other Profiles\[Cpl%2e]%20M%2e%20Freddy\missions\blinktroll_remote.VR\TargetMove.sqf..., line 6
15:42:34 Error in expression <R\TargetMove.sqf"
_o = _this select 3;

_o setVariable ["running", 1];


while {>
15:42:34   Error position: <_o setVariable ["running", 1];


while {>
15:42:34   Error Undefined variable in expression: _o
15:42:34 File C:\Users\Fredrik\Documents\Arma 3 - Other Profiles\[Cpl%2e]%20M%2e%20Freddy\missions\blinktroll_remote.VR\TargetMove.sqf..., line 3
small patrol
#

Oops sqf this addAction ["Start Target", "TargetMove.sqf",this];

topaz plover
#

Same result, systemChat shows its running. No errors, no movement.

small patrol
#

Hmm. Sorry had to go. ๐Ÿคž someone can find your answer

topaz plover
vestal perch
#

@topaz plover put different systemchat messages in different parts of the code to see what parts run

deep belfry
#

Hi there, does anybody know how to make a player unable to control an AI driver?

wind raptor
#

@deep belfry The UAV driver?

deep belfry
#

No just as in, a regular vechicle

#

lets say youre a passenger in an mwrap

#

and youre not supposed to be able to tell the driver where to go

wind raptor
#

The group leader can always give (movement) orders, so the only way there would be to remove the driver from the player's group (or the player from the driver's group).

deep belfry
#

Thanks, i'll try that

dim kindle
#

Hey there, I hope this is the right place to put this? I'm trying to use a mounted weapon as part of a composition, unfortunately the gunner rotates out through the wall of the vehicle. Is there a way to limit the rotation of static weapon turrets so that they can only rotate so much? Or be able to elevate but not rotate?

wind raptor
#

Only by modding as far as I know.

dim kindle
#

ouch, oh well thanks for letting me know before I got too lost trying to figure things out ๐Ÿ˜›

magic egret
#

i need help

#

i made it so my ai gets into the helicopter

#

when they get in they jump out

#

idk why

#

please

#

help

plain gale
#

More information would be nice.

magic egret
#

How could I make AI troops entire a helicopter, then how would I make a AI pilot transport them and when the helicopter lands how would the ai get out of the helicopter?

dim kindle
# wind raptor Only by modding as far as I know.

Quick clarification question: would it be possible to do this in a non illegal way? The lascannon is from a mod, and I'd prefer if I could have a varient with limited rotation while leaving the normal one available for non vehicle bits

small patrol
#

Make a MOD to modify a MOD is legal

vestal perch
#

You can create a config addon that adds a new inherited version of the turret that has more limited angles. That way you use the files from the original addon.

#

However legality depends on the license of the original mod. If it says no derivatives then no can do.

cloud sparrow
#

That's not exactly true, is using only someone elses class a derivative?

#

From software developer perspective I would say not. Derivative is a modified source code.

#

Doing mere class somethingFromMod; is not a derivative.

vestal perch
#

Perhaps difference in translation then. But you are making a derivative of the mod even with a config mod.

#

Using same things but altering behavior

#

But I'm no IP lawyer. Simplest thing is to ask the original author.

cloud sparrow
magic egret
#

Is there a way to make vehicles follow you? Like your the leader and they follow you

#

?

vestal perch
#

group them to you

magic egret
#

Ok, one more thing

#

Cani I send a pic of what I need help with, I canโ€™t explain

vestal perch
#

you can upload it to online image host and post the link here

magic egret
#

Ok

#

So bacually I am having trouble with the troops and the helicopter