#arma3_editor
1 messages ยท Page 44 of 1
Or, a string
yeah i just saw what i did
i made it an array without realizing it
since i just replaced some old stuff from a previous trigger
hey, is there a way to have a task finish when a player approaches another player?
you can do it using the tasking framework functions
specifically this:
https://community.bistudio.com/wiki/BIS_fnc_taskSetState
thanks, and what do i do to have distance be detected? ๐
im not really familiar with scripts
if you're not familiar with sqf you can use triggers instead
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
I didn't say it's the best option
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
o damn
so is it like two players approaching each other?
basically, yes
because tasks are global
its a task to find each other after a paradrop
but only two people right?
not more?
if you want, I can show you a way to do it with triggers
but it'll only work if all players gather
only 2 people
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
i see
always have it on server side to avoid unwanted stuff
well, the actual reason is you don't want the trigger to be checked on every computer
it's a waste of performance
I explained where to put each one
"activation condition" nice
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
not sure if it can be set in the Editor
but there's a command for that
https://community.bistudio.com/wiki/setTriggerInterval
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..
because an AI is not a player
change the activation to ANY (or better, side of your units, such as BLUFOR) PRESENT
then it'll work for the AI
no change with ANY as the activation, let me try the side
no change
i have resolved the problem on my own, thanks for the help!
welp, I just noticed that triggers can't be attached to objects 
They can? with triggerAttachObject or something
@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
and attachTo doesn't?
no
dang
I'm sure I "heard" that it can be done tho
same, that's why ^^
wait
it appears they can
I was mistakenly using ```sqf
tr attachTo [player]

I thought it attaches the object to the [0,0,0] position
but it keeps the object at its old position! ๐
If no offset is specified, the current offset between the two objects will be used
๐จ ๐
is there a way to add trees in eden
you can create some objects and replace them with trees
but I don't recommend it as it could be slow. you're better off creating them with a script
Does anyone know how to spawn a helipad via trigger?
real or invisible helipad?
@keen jolt invisible if possible
I'll assume you want to use the trigger's position:
Put this in the "on activation" field:
_heliPad = createVehicle ["Land_HelipadEmpty_F", [0,0,0], [], 0, "CAN_COLLIDE"];
_heliPad setPosASL getPosASL thisTrigger;
if you want some other pos, you can either use a helper object, or an actual position
position must be in the correct format
https://community.bistudio.com/wiki/Position
Read about AGL, ASL, and ATL
Thank you @keen jolt
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?
How do I set up a trigger to be activated via the "Radio Alpha" Activation type?
question, is anything listed in CfgMusic affected by the music volume slider?
What do you mean?
@drowsy crow Anything played with playMusic is affected by the music slider
thanks
This is kind of a weird problem but I have an IR camera sending to an RTT texture
which is being shown on a screen
at first it looks fine
oh i can't upload images 
/\ when it looks fine
btu then after a couple of seconds it just goes bad looking
like some kind of white balance or distance scaling
but idk what's actually going on
it might have to do with the camera being too far, as PiP has a distance limit?
like render distance or distance from player
camera to target
it's odd it's like it just goes darker and lower contrast, not lower resolution, still apparently showing animated enemies' heat signatures
ah right
it might come from thermal calibration, that IDK
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
ah like automatic white balance?
that would make sense
can probably fix that with post processing effect on the camera
huh weird my color correction effect doesn't seem to do anything, i think it might be slowly deactivating the color correction for
some reaosn
hello, how do i make AI hold fire if a certain vehicle has triggered a trigger?
Hold waypoint = "stay", not "hold fire"
Oh ๐
You can have a force hold fire within the waypoint though
Depending on what you want them to do
i have an objective to destroy an ammo cache and i want there to be a sneak option by stealing a certain vehicle
i guess that could work
but how do i set it up to notice that i have this vehicle?
cuz if the vehicle isnt stolen, theres gonna be combat
When enter a certain trigger zone
So set up a trigger with a certain radius and set activation blufor
Then in the init, set captive the other people
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"
any suggestions?
don't use trigger
use event handlers
triggers are way simpler
triggers are slow
maybe not the most efficient but i understand them unlike that
they're loops
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
I'm not entirely sure which part doesn't work like you want it to, can you elaborate on that?
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
So either the trigger doesn't activate or your second dialogue doesn't work properly.
Can you place systemChat "Activated"; in the On Activation (before any other On Activation code) to test if the trigger activates?
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
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?
a couple thousand of these
Im making part of a huge PMC map suitable for armored warfare, and I have plenty of boring uni lectures ahead of me
@main axle wiat making a map in eden or in the terrian maker
Eden
What's your base map?
PMC DMZ East
Any workshop maps
They're not on the workshop and it seems the creator is adamant about not putting them there
so one of my triggers that is to finish at task if a vehicle is destroyed triggers when the vehicle is alive
im using "!alive Truck1 "
it worked yesterday but today it doesnt for some reason
I would save myself the headache and use event handlers instead
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
Well that turned out nice
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
Like all the scripts I have in my mission are full of things I didn't write, or I partially wrote
Like geez you can get help
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
Ok so learn them then karen, if we're suggesting it multiplie times it must be more effective than triggers
Literally go into #arma3_scripting and ask how can I do x, and can you show me
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
and i do not want to waste someones time asking "and where do i put this" or "what does this do"
also the rude comment wasn't needed, your point would of still be made
Is Truck1 Editor-placed?
Yes, placed with the editor
Hmmm 
You could try changing the condition to !alive Truck1 && time > 0, maybe that helps.
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?
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
preferrably the plane would actually SPAWN, not loitering THEN does the pass
Sounds like a job for createVehicle and BIS_fnc_UnitPlay to me.
What's the difference between the waypoints Unload and Transport Unload?
Vehicle in Vehicle thing I believe
I wouldn't think so. ViV has its own waypoints: Vehicle Get In/Out and Vehicle Unload.
so transport unload = "everyone in the cargo area, get out!" whereas unload is "teammates in the cargo area, get out"
Thanks.
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?
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?
Not with one trigger. You either need a second trigger or around five lines of code.
@wind raptor how would I specify the position, it says โpositionโ but idk how I would specify it
@dim kindle Check the examples
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?
Try running this in the trigger https://community.bistudio.com/wiki/unassignVehicle
trying that now
worked like a charm, thanks!
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?
i don't know how any of it works, put have you tried putting them in the opposite order than how they should be?
yep, they are inserted on top of each others IIRC
so first one put in the editor = last one on the list
@woven oak โ
Weird. Alright.
Here's an idea: how about allowing the style of buildings to be changed via the Edit Terrain Object module?
randomly getting music playing at the start of the mission, not sure why it's getting called after checking every single trigger in eden
fixed nvm
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 #
we can help, but in English ๐ฌ
where do you need help, playing an animation using playMove?
i need step by step help from animation ai to make myself the animation and to play it in mp
i can translate with google
if you want to create new animations, you will need #arma3_animation help
if you want to use existing animations, we can help in #arma3_scripting
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.
AI take off and landing: https://www.youtube.com/watch?v=6SkDizEKfZI
That's what i initially tried but no luck. I'm wanting the plane to taxi well off the runway but its a no go. Trying to get him to park in a Hangar but the plane takes off again. I have made sure its a simple land and get out.
@signal sky what about a get out and hold waypoint?
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 donโt join my squad. How can I fix this?
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)
does anyone know how to remove trees from a map
Hide Terrain Objects module
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.
you can use an animation to achieve that @late grail
I recommend using 3den enhanced if you dont have it already
Any other way?
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).
mass is set with configs, so you'll need to make a mod to modify that.
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;
};
hey there! is it possible to create an injury on a unit with ACE medical in the editor?
im using ```[this, "body", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced;
ace_medical_fnc_addDamageToUnit might be the better one.
thank you ๐
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 ๐
no
and AIs wont work on such structures
AIs likely dont work on the workshop ones either
the structure system and AI pathfinding is not meant for that kind of building
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.
oh so sad ๐ฅ
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.
@long dune You can test it alone see https://community.bistudio.com/wiki/Multiplayer_Scripting#Testing_locally
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
you can send the screenshot in a private chat and post the link here
or as a last resort try the #screenshots_arma channel
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
you can post your image on an image hoster website
never used one before
will anyone here see it ? and be able to reply to questions in regards to that screenshot there ?
no but they can click on the link
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 ?
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
#error missing ) cannot compile
4 (, 1 )
sorry bit confused what u meant
Does hideObjectGlobal work for all players on a server?
this addAction ["Recover Intel", {hideObjectGlobal i1; hideObjectGlobal i2; hideObjectGlobal i3; hideObjectGlobal i4; hideObjectGlobal i5;}]
such as this?
Yes, i know i did it the long way around, its less work for my smol brain
yes, and the joining ones
Someone said to me it wouldnt, and that its dependant on how i call it
https://community.bistudio.com/wiki/hideObjectGlobal
Facts are here
only the server can hideObjectGlobal ^
How do I make an AI vehicle transport (ViVT) load a vehicle into its cargo bay?
there might be a waypoint for that too. I don't know
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
^^ didn't knew that exists ๐ฎ
But does it work properly? ๐ค
K thx @prisma oyster
Say I have an object that I want to spawn at randomly selected points when the mp mission starts, how would I do this?
I have set locations for the object to spawn, but i want it to randomly spawn at one of them
I want to do this for vehicles and supply crates
if anyone can help, please @ me
initServer.sqf:
MyObject setPos selectRandom [Pos1, Pos2, ...];
```@stable anvil
@wind raptor thanks! will this work for anything, players, markers, objects, etc.?
and can i have mutiple of these all in initServer.sqf?
for multiple objects to all have random positions
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 ๐
How can i do the respawn menu loadouts in editor.
Thanks
Is it possible to just copy the loadout from arsenal and copy it here
For the menu loadoits
@wind raptor thats perfect, thank you so much
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
Missing [ at the start..
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
error setPos: type string, expected object
@stable anvil https://community.bistudio.com/wiki/setPos
object setPos pos
Parameters:
object: Object
pos: Array - position in format PositionAGL or Position2D```
"player5" , etc. is a string
you must provide objects
oh wait
well, I have my units' variable names set to "player1", "player2," etc.
what should I put instead of "player1", "player2", etc.?
@keen jolt
player1, etc
quote == string
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?
a marker name is a string, as a marker is not an object by itself
yep; markers are an editor's specificity ๐
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]];
how can I make a vehicle's fuel and health random as well?
setFuel and setDamage with a random 0.95
what if I want to also set the vehicle's rotation randomly
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
can I just add the value to the setPos?
setDir?
the wiki has a search bar, top-right ๐
https://community.bistudio.com/wiki/
yea, I was searching the wiki for "object rotation" and "setrotation" but nothing came up
thanks
but heres the thing
i want each random rotation to be attached to one of the random positions
how would I do this?
I, huh, what?
ok
so
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
so each position has a rotation that goes with it
so i used this video to spawn in a unit on trigger, how do i make this work for compositions? https://www.youtube.com/watch?v=1sfJN9AA-8I
Custom Editor Compositions can only be used in the editor, you can't use them during the mission.
yeah so the trigger is in the editor and its a premade bohemia composition
@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];
I do what I want! :U

but yeah for vehicles, I would random 0.95 (threshold iirc)
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
@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;
private _posAndDirs = [
[[0,0,0], 45],
[[4000,4000,5], 180]
];
private _posAndDir = selectRandom _posAndDirs;
_posAndDir params ["_pos", "_dir"];
_obj setDir _dir;
_obj setPosATL _pos;
@keen jolt not ninja'd, I broke it down even smaller to avoid one-liners ^^
what is _obj?
a variable named _obj containing an object
do I replace it with my own variable name?
yeah
ok
what you want to set pos and dir, use that ๐
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?
//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;
[[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?
yes
and if the variable name is prowler1, then what exactly do I replace _obj with?
@keen jolt
underscore means local variable
https://community.bistudio.com/wiki/Variables#Scopes
you don't need that
dunno what you want to do, but I guess yeah
ok
you know what, screw it
i dont need the rotations
not that important
thanks for the help guys
You have it all figured out and then you give up?
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
I canโt figure editor out at all. I canโt figure out how to place the equipment box (canโt remember the proper name) and when I spawn in vehicles thereโs a pilot or driver in the seat so I canโt get in to use it. Iโm trying to set up a private session for me and a mate so we can practice using the gear and vehicles together
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
I understood all of that except the add some code to it
["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
Is there an option to select all or do I need to do it all individually and does this include uniforms
actually yea
both of those methods work
use the code
put that in the init
that way it will select all
Nice man thank
@ashen haven
Is there a way to add zombies like day z to a private game in editor
i have no idea
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
sure thing! go to the Arma 3 workshop, and browse user creations ๐
https://steamcommunity.com/app/107410/workshop/
Nice thanks for the help guys. Iโve had the game for a fortnight now and I d been struggling on how to do those things
"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?
depends
what's the error?
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
prowler2 does not always exist?
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?
if (not isNil "prowler2") then
{
prowler2 setPos ...
};```
you don't get rid of the error message, you fix the issue ๐
workies?
Wookies?
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
can someone help me with that
i just need the contents of containers to be randomized
have you looked for any commands or code that you could use for such thing?
anyone know how i can beef up the Pawnee miniguns by perhaps making them explosive?
Without breaking your game? No
you can either mod it, or use a Fired event handler and replace the projectile with another one
ah i see some stuff about it, thanks
ok np
ended up trying to load the guns with 20mm but it doesnt seem to work
this loadMagazine [[0], "gatling_20mm", "2000Rnd_20mm_shells"];
did I say that?
you can either mod it, or use a Fired event handler and replace the projectile with another one
is loading it with a different munition not modding it?
if that won't work, how would i implement a fired handler?

modding means creating an addon (.pbo)
ah ok thanks
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;
}]
appreciate it
got it to work with gatlings and ive just been playing around with it lol but any way to make it only affect the miniguns?
ill try using currentweapon and an if
the event handler already returns the weapon
also for vehicle variant, use the "Fired" EH instead (on the vehicle)
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
this addEventHandler ["Fired", {
_wpn = _this#1;
if (_wpn == "name_of_weapon") then {
_proj = _this#6;
_pos = getPosWorld _proj;
_rpg = createVehicle ["B_20mm", _pos];
_rpg setPosWorld _pos;
_rpg setVectorDirAndUp [vectorDir _proj, vectorUp _proj];
_rpg setVelocityModelSpace [0, 600, 0];
_rpg setShotParents [_this#0, _this#0];
deleteVehicle _proj;
};
}]
ah thanks
works amazingly, thanks!
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.
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.
afaik no
was expecting this but hoping not ๐ thx anyway
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.
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];
create it as a simple object
there's a command for that?
you know what, that would solve a lot of things
Thanks, I'll check that out
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.
I think that's game behaviour, maybe you can get around it with some #arma3_scripting ?
stealing that code. i always wanted to have AI fire more RPGs towards infantry. ill try giving them thermobaric and replace the rounds with less dangerous AT rounds.
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)
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 โdisable deletion on deathโ do the trick?
@bold estuary yes
Nice thanks!
does any one know how to use zeus manage resources module?
how could I make a supply crate spawn mid air with a parachute at the start of the mission?
@mellow fjord
you might find help here
https://community.bistudio.com/wiki/Arma_3_Zeus
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
Anyone know how to set the 2nd Licence plate number on RHS vics? It's different each time it's spawned so there is some parameter for it. 1st plate is just setPlateNumber
https://i.gyazo.com/da4b6d3437dd7a268027b7b2866dd2fc.jpg
The answer wasnt for you. Indicated by the "@(name)"
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)
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?
@spice crag
try this
https://community.bistudio.com/wiki/BIS_fnc_taskSetState
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```
aaand what is your third argument? ๐
third argument?
"Successfully reported in"
i thought that was a hint
It should be a Boolean, not a String
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?
https://community.bistudio.com/wiki/addCuratorEditableObjects
@fathom pawn Editor-placed things require using that command to show up in Zeus.
thx man
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
You have to manipulate the create's content via script
Use the "Create Init:" field for that.
Ah
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
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 usehideObjectGlobalhere (server-side)
@hardy solstice โ
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?
for what, performance? a crate is almost nothing on perfs
Let's say 50 odd spread out :)
hiding them will only save (some) GPU perf when on screen
Ah not worth it really then ok thanks lou
I have been attempting to setup a spawn on the Nimitz aircraft carrier after many fails I started experimenting with triggers, now I can get it to teleport anyone who spawns to a certain location but it will constantly teleport the player to that position with no time to move away. Current trigger setup>> https://steamuserimages-a.akamaihd.net/ugc/1765943352842402197/933C936F004C587E3A34455BDF637728F361A759/
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
alright I will give it a try
when I the respawn module on or above it slightly I still spawn in the ship's hull or under it
I can try but previously when I was trying to set spawn on the deck I was still spawning in the water
Devs any plan to combat this?? ๐ its always been a problem lol
@steady trout alternatively put a vehicle on carrier and sync respawn module to it?
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.
this is due to the waves
Well even if it is i found a spot where the issue doesn't happen
Anyone know some good mods i can use in the editor to help me make better missions
I'm already using 3DEN Enhanced
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
@charred eagle https://steamcommunity.com/sharedfiles/filedetails/?id=1774491737 (Should also be in Eden Editor -> Menu Strip -> Help if you have 3den Enhanced)
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?
Is there any way to make the AI only use Auto fire?
Guess you need to make a damnly scripted workaround or make config
It requires config modification. You have to find the weapon ammo and modify its aiAmmoUsageFlags:
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#aiAmmoUsageFlags
That or disableAI autotarget?
(and script the rest of course)
just place some h barriers around it, then it can't target ground targets ๐
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?
Use local variants of marker control commands?
Like createMarkerLocal sorta thing?
That's actually the best idea I can say, or wait until next update that introduces some marker commands updates
Oh okay thanks!
Could I get a sneak peak at the wiki if it's on there? These new commands
https://community.bistudio.com/wiki/createMarker
channel (Optional): Number (See also Channel IDs) - The marker channel for MP (since Arma 3 v2.01.146752).
creator (Optional): Object - The marker creator for MP (since Arma 3 v2.01.146752).
Would this work
if (side๏ปฟ๏ปฟ player != resistance) {๏ปฟdeleteMarkerLocal marker1};
Sorry for the format I'm on my phone
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
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?
yes, you can merge it into an empty mission
How does one do that?
open an empty editor, File โ import I think (or Merge maybe)
You just saved me about 9 hours of work, thank you so much lol
with pleasure, I only learnt that trick some months ago ^^
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
โ #server_admins may help ๐
unless you mean creating a mission
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
{ 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 ๐ฆ but want to make it so if player 4 goes in the area he gets a message etc
it will show you a hint many times (and only once)
oh okay
@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
player in thisList;``` would that work if i put it in the condition leopard?
you only want to show the hint for players?
yeah that are in that trigger area
its a out of bounds warning message kinda thing
then use local triggers (with ANY PLAYER activation)
and simply put this in the activation: hint "some hint"
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
triggers only activate once.
that'll only work if everyone gets into the trigger at the same time
as you can see im still learning lol
to make trigger local you uncheck the server box right?
no that makes it "global"
I don't think it can be done in eden
@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'", ""];
massive help thank you
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
You'll have to script it
Time to learn scripting i guess
Hey, does someone know how to disable the building interior lighting in CUP on zargabad?
Anyone mind helping me test me new dedicated server?
All i need is to see if u can log on
Is there still no way to allow zeuses to place GUARD waypoints?
anyone know anything about FSM Edit? or FSMs in general? I kinda do, just wrapping my head around the Arma 3 aspects.
guys does the edit terrain object and hide terrain object module work correctly in MP?
I'm pretty sure that hide works but edit doesn't
@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.
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
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
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.
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?
@sharp lagoon Respawn on start enabled?
where do i find that
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.
so how/where do i type it
It's self explanatory
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.
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.
It's not the perfect way, but I used edit terrain object and put " _this switchLight "OFF"; " in both fields
Is it possible for two people to edit a mission at the same time? Essentially multiplayer editing.
No
I recommend having a look at Zeus Enhanced, iirc it can do a lot of stuff that 3den can and when you're done editing you can export it into mission.sqm format (iirc)
Might be interesting to you aswell @small patrol ^
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 ๐ณ 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 ๐
@hardy solstice I am here, but I won't touch triggers. They behave differently from normal units when adding attributes to them.
Yes, you probably need Remote Execution.
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.
can you define 'limited permission'? @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
Hm not sure what'd cause that, sorry
np
Make sure that you have all addons enabled in the game master module I guess?
Thanks ansin I'll give that a go
No problem r3vo :)
You make my life so much easier with that mod lol
[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
Check the syntax @hardy solstice https://community.bistudio.com/wiki/remoteExec
Oh JIP default false anyway ๐ค
Wonder why every time someone joined the hint kept going off (server box wasn't ticked)
oh wow it could actually increase performance if you hide unused parts of the map??
yes; every object that isn't there, doesn't have to be calculated on the client ๐
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 ?
So whats the easiest way one would disable crosshairs but allow 3rdPerson nowadays?
custom difficulty settings?
Try placing a vr grid square and have it on the deck then hide the object and place module on that. SOMETIMES it works for me more so yes than no
I wish they fixed that little thing with carrier deck spawn with the module haha
thank you for the reply.
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
no.
hm, not even binarize the entire folder so that arma understands it but people won't?
what do you want to binarise, the sqm? extract, load in eden, save as non-bin, profit
" My question is, is there any way to somehow secure the mission file (*.pbo) and prevent them from using that without my permission?"
no
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
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
So there is no way to make it at least a little bit more difficult?
don't invite those people.
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
with #arma3_scripting, you could track who died and who logs out/in maybe
oh thanks will look into it
You could before have the scripts in your servers folder, load them and broadcast functions using publicVariables. This meant the mission wouldnโt work without those scripts and would have to run on your server
Not sure if thatโs still possible
Mission sqm has to be in the pro though
Personally would say if you donโt trust the individuals then donโt let them on.
Where abouts would I look to ask about things about cut scenes? Is there a channel for it?
Perhaps #arma3_scripting would be the best place for that
Hi does anyone have experience with 'setRandomStart' for objects?
What's that?
@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
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.
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
clear the search and press enter again
you have to specify the allowed mods
You should be able to do that using the module settings, but if you can't you can use this command instead:
https://community.bistudio.com/wiki/addCuratorAddons
I already put it to allow all
set the zeus module to "all addons, official and otherwise"
then all addons should be visible in Zeus
Well they're not
Send a pic of your zeus module
If I got to groups or any other faction I can see everything
I replaced the zeus module but it's still not there
Maybe your player is not allowed to place units/vehicles?
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?
nop not possible @spiral osprey
I recommend grabbing zeus enhanced though, that lets you do a lot of stuff that zeus normally cant do
Thank you. I have Zeus Enhanced installed. I'm still finding my way around -- what's possible and not possible.
Oki 
why is 1 chinook i'm using unable to hook vehicles but an exact clone can't hook at all?
@ancient nova Depends on the config / scripts used.
Both of them are not affected by any scripts, and they are exact clones of each other.
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?
That`s what i just read ๐
just tested in server using a container , a Huron, and copy / paste huron, hooks fine
What vehicle are you trying too lift
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
if it keeps happening, then it's not the GC at work
I have one chinook that can lift a humvee but an exact copy that cannot lift that same humvee
can you define 'exact copy' please?
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
thank you will try it
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.
Regarding the Animals module, is there a reason why it ignores the Z coordiates?
Yes, it was probably not considered when writing the code
Feedback Tracker time 
yep ^^
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
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?
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...
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?
How did you set the trigger?
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.
Set Type None
Remove guarded by blufor and return it to its default option
Put plane down or up in the editor give it 2 waypoints
The 1st waypoint make him careless and forced hold fire
The second waypoint engage at at will and combat mode.
Sync the trigger to the 1st waypoint
Ok, ill try that now. Thanks
๐ฆ
Well that has given me the radio calls now, I just don't have the way points syncd right. Thanks!
Got it cased!! Thanks for the help @small patrol @hardy solstice ,appreciate it!
anyone got a clue about this one? The strategic map mission module has a field for "on Activation" I've tried putting "triggerActivated task1" with an appropriately named trigger synced to a createtask module. but it doesn't do anything when selected off the strategic map
because triggerActivated does not what you think it does. Read the documentation
@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
Which dlcs can I use in the editor so that people who have not bought the DLC can also access the server?
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
Thank you for your prompt reply - very helpful to me
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.
just click on the marker you want, and then close the map and place the marker
it really is that simple huh
Is there a way to change the "Object Specific" attributes from a modded vehicle?
like what?
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.
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
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
@nocturne oar We don't know as well as long as you don't tell us what you did
most likely a player usage in server-side triggers?
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
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?
What is that mission selection module? Something from Eden Enhanced?
its under modules/strategic. Along with the strategic map stuff. All unmodded in this example
I've never used that module 
So the sequence is this?
- Enter trigger - that opens the mission selection
- Then
taAshould be set to true - Then a trigger should activate
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
Does it work in singleplayer?
yep, and works in multiplayer testing from the editor. Just not when hosted on dedicated server
Are any triggers set to server only?
no, they're all as in the image https://i.imgur.com/7xI1oUx.jpeg
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?
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
nothing synced, create tasks are set to blufor, and the triggers are set to any player
Does every task have an ID?
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
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.
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
tbh, just use https://community.bistudio.com/wiki/Arma_3:_Task_Framework @nocturne oar
Pretty sure the task modules use it @plain gale
I'll take a look, but pretty sure anything other than plopping down modules in the editor is beyond me
Like I said, I'm pretty sure the task modules already use that framework.
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.
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?
I did. And that stopped the weirdness of the objective not completing properly. But no change to the create task trigger
Aggravating
Haha. It's a puzzler
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.
no worries, appreciate it. Since its more complicated than me just missing a checkbox somewhere I'll try and find a way around it
Have they added a way to make an object invisible but keep its collision? I found this post https://forums.bohemia.net/forums/topic/203983-hide-object-but-keep-collision-solved/ saying no, but it was posted 6/7 years ago so I figured they might've added a way.
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.
Wouldn't it help to also remove/change the rvmats with setObjectMaterialGlobal
yeah
since those usually contain their own textures
that too
But you are right; some models have hardcoded textures, so impossible to remove and therefor not possible to hide completely (unless using hideObject)
is there a way to tell them to not fire unless fired upon? for real? (sorry for the late response)
@weary snow
#arma3_questions message
@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
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
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?
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.
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
What are some good ways to control your mission's fade-in time?
"BlackIn" cutText ["","BLACK IN",5];```Adjust 5 here
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?
you could just add those bridges on your terrain in buldozer/terrain builder
in which addon directory can I find the editor icons for building door special states?
got it: a3\modules_f\data\editterrainobject
@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.
@gusty pantherhttps://community.bistudio.com/wiki/addCuratorEditableObjects Check the note
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.

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?
why do you sync it?
delete it manually
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.
forget what? use deleteWaypoint command in the trigger onActivation code to delete it
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
you can make the GREFOR enemies to either OPFOR or BLUFOR.
Either in 3den mission settings
or manually
see:
https://community.bistudio.com/wiki/Side_relations
Huh, for some reason I never thought of that. Will they still attempt to take area from one another without shooting one another?
I don't know what you mean
oh
you said you wanted to use Warlords
I've never played warlords so idk
Alright, I'll play with it when I can get to my computer and see what behavior that gives me
i am completly new in that, i want to put them on already existing map altis/tanoa, probably need to learn how to work with terrain builder
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
Star Wars is banned here.
it's just about a composition but thx for the nice answer
you can either use an event handler or a loop
Event Handler:
this addEventHandler ["GetIn", {
_veh = _this#0;
_unit = _this#2;
if (group _unit == group player && {units _unit findIf {!(_x in _veh)} == -1}) then {
}
}];
Loop:
waitUntil {
sleep 2;
units some_group findIf {!(_x in _veh)} == -1
};
The event handler version is preferred
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
Yeah, I'm making it for MP, what do I need to edit?
well, for one thing it should only be added to one computer
Are all units that are supposed to mount this vehicle in the same group?
yup
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
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];
}
}];```
yeah I suppose
I'll test it out now
it doesn't work, the car moves before I get there. what should I change?
are you sure the driver is not in squad_1?
squad_1 should be the group in which the players are
that's fine
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
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?
no need to name the driver's group if you don't need it
group_veh would be the driver's variable name?
I assume you meant the driver group's variable name?
yeah
so have you added any other waypoint to the vehicle?
maybe that's why it moves
it shouldn't have any waypoints
I have waypoints but they're after the one I put, should I remove them entirely?
yes
alright
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
thanks for the help ๐
You can put objects in mission but you can not edit the actual terrains.
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?
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"
The sqf is where? With no folder path it expects to find it in mission root or game engine root
oh right, can I put in the folder path into the addAction?
folder\script.sqf
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
Am I safe to say that the last comma in the code is just a typo?
oh in the addAction, yes thats just a typo that happened when I wrote it out now.
this addAction ["Start Target", "FM_Blinktroll\scripts\TargetMove.sqf",this];```Try?
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
It seems the script does not contain any of movement things
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.
motor_source supposed to do what?
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;
};
};
I have no idea what is the object nor animation. Is it supposed to move a target or something entirely?
https://i.gyazo.com/cc8cd5305a88bb43ced2f21ecf3b1102.mp4 Here you can see it in action with the userAction that works.
Ah hmm, gotcha. Did you made sure the script's running via some debug commands such as systemChat?
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
You can put the script into a mission and run
Good call! I'll try that now
Putting it into a mission file and using only ```sqf
this addAction ["Start Target", "TargetMove.sqf"];
Put sqf systemChat "It's running!";somewhere, so you can check if it's running or not
thats somewhere inside the script yeah?
Yes
The message shows fine, but no movement still
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;`?
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
Oops sqf this addAction ["Start Target", "TargetMove.sqf",this];
Same result, systemChat shows its running. No errors, no movement.
Hmm. Sorry had to go. ๐ค someone can find your answer
Yes no problem, Thanks! ๐
@topaz plover put different systemchat messages in different parts of the code to see what parts run
Hi there, does anybody know how to make a player unable to control an AI driver?
@deep belfry The UAV driver?
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
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).
Thanks, i'll try that
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?
Only by modding as far as I know.
ouch, oh well thanks for letting me know before I got too lost trying to figure things out ๐
i need help
i made it so my ai gets into the helicopter
when they get in they jump out
idk why
please
help
More information would be nice.
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?
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
Make a MOD to modify a MOD is legal
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.
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.
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.
Yeah it's very thin line.
Is there a way to make vehicles follow you? Like your the leader and they follow you
?
group them to you
you can upload it to online image host and post the link here
