#arma3_editor
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@magic egret Does this help? https://steamcommunity.com/sharedfiles/filedetails/?id=2396653209
Also, if I want to control a convoy how can I make the vehicles stay in formation with out using move thing. I am only grouping it to the first one and want to lead them without chaos
Set them down in position initially as separate groups, make sure the leader group is in "column" formation or whatever that gives you the spaced out column not the packed one. Then link the second to leader, and third to second. It should work consistently for up to 4 vehicles providing it doesn't have too many sharp turns, more vics, longer drive and more turns makes the column unstable.
Ok
also do that in zeus not 3den
idk how the AI is coded but I've done AI following traffic behaviour in uni so I think atm the AI calculates a new "desired" position based on the position and orientation of the leader and plots itself to move there every frame.
which means any deviation is gonna send the back markers wayyyyy off the road
especially when the server AI doesn't run on 0.001s intervals, they can't reevaluate quick enough. Works for infantry, not for vehicles.
Personally haven't found a fool-proof way of doing it in 3den
In zues, can you go into a ai and do what ever?
Zeus*
And how I change eden to Zeus
and from the few campaign missions I've played, the only convoys in the vanilla game I rmb are the guerilla ambush on altis in base game and the other one on tac-ops pack. They managed to get like 4-5 vics doing a proper convoy in a straight line in the first convoy but the second one seem quite disconnected and they're sending timed vics down a windy mountain road. So I'm not sure the devs themselves have a solution tbh.
3den is the tool you use to make the pbo, zeus is live-curator
There is a remote control module, under the Zeus category which allows you to control an AI
I play with my unit on zeus ops so I've never tried doing it without zeus
I suppose it works the same in 3den since the linking only ensures correct positions in the column so they don't try to over take each other
also wheeled vehicles works better on this end, tracked ones always go offroad when they detect anything (I think it includes audio from distance)
Subscribe to it on the workshop,
then in the editor on the right, click the group of people under the F2 text,
then select the right most icon which is the three connected circles,
then it will be listed below.
@thorn wyvern it says error when I subscribe.
Make sure the game is closed
I see what you mean
Yeah,
Seems to be happening with all the items on the steam workshop for me.
Looks like it might be a Steam issue
Ah yes
When I started Arma 3 it said some items were missing and I couldn't even load my scenarios, there was a "Subscribe" button instead of "Load" ๐
Hello guys, sorry for bothering so i've been wondering. For the past few days i've been using the carrier to launch all sorts of planes, but only few of them can land. Is there any way i can make all types of planes land?
you'll need to modify the config of the planes to have a tailhook
see https://community.bistudio.com/wiki/BIS_fnc_aircraftTailhook for example config (PS. not all planes may be supported, even when modifying the config, since they don't have an actual tailhook)
so, how do i modify it? (sorry im really new to editing)
you'll to make a mod for it to work, so no easy copy&paste in a mission
anyone know of an easy way i can get flares to fire off from a trigger every 30seconds or so? I can get it to happen once with createvehicle, but they burn out so quick.
Use while loop
does anybody know how i can have players respawn with a set loadout? i've been trying to work it out for so long but i can't do anything ((nor find anything helpful online))
you can props just set up a respawn loadout
where's that? there's an option for 'select loadout on respawn' in attributes but whenever i activated it respawn would be disabled + i couldnt figure out how to add any extra loadouts
i'll take a look now
you create a description.ext file in your mission folder and then add what @broken inlet posted
Hi is there not a way in Eden editor to set mission attributes, instead of having to save as an .sqm file, create a description.ext file in the mpmissions/mission directory?
For eg. I just need to set the attribute respawnOnStart = 1; but I make a lot of versions of the mission, which I then upload to my dedicated server
Could somebody help or advise what the best solution here is? If a .pbo file basically consists of everything of the custom mission, including the .sqm file and a description.ext, shouldnโt I be able to configure within Eden editor before exporting as .pbo file?
there is, for the most used options
see Eden Attributes, in the top menu
if i use props from DLCs in the editor does it make that dlc a dependency?
no
using terrain, yes
ok
(unless you use CDLC assets)
Whatโs the difference in performance between Simple Object and disabling simulation?
Afaik simple objects still have simulation but it is limited. Does this mean that disabling simulation would be better for performance?
It depends on the simulation type of the object,
have a read of https://community.bistudio.com/wiki/Arma_3:_Simple_Objects#Performance to see an example.
Thanks
Any know how to code shops
what shops?
@keen jolt roleplay shops like cars truck,bike clothing hole lot need help with
Ask in #arma3_scripting
So u know or no donโt mind paying
go to the correct section i dont think this is about the editor ๐
Wondering if anyone can help me out. Im trying to figure out how to turn off the stamina for a mission im creating. I followed the instructions in this help video but it didnt work. I tried adjusting some setting in the mission for ace and stamina and that didnt work either. Can somone help me out ?
There is an option to disable stamina in the editor. I canโt remember if this is a vanilla feature or a feature of 3den Enhanced though.
Otherwise, you can use the enableFatigue scripting command to disable it for each player.
You have probably already done this but ensure that ACE Fatigue is disabled.
alright word , appreciate it
is there any way to add long range radio from TFAR to civilian vehicle?
Hello, im currently making a mission but the slots are not in the way ive placed them plus, they are appearing in alphabetical order, is there any way i can re-organize them to how i want them?
I've noticed that the Unit Size icons can be easily 'attached' to BLUFOR and Independent unit Markers by giving them the same X and Y coordinates as another Marker, but they just get overlapped when trying to attach them to OPFOR unit Markers.
Update: I did a test in the Editor and found that it actually overlaps for the Independent unit icons as well! This image illustrates it nicely: https://i.imgur.com/MY1njcZ.jpg
"unit markers" for non-player sides are estimates
But if you're playing as any side other than BLUFOR, it becomes a big problem for the player.
No
It has nothing to do with BLUFOR/OPFOR
non-player sides
if you're OPFOR, the problem occurs for BLUFOR, for example
you can remove all markers in difficulty settings
and use your own custom ones
if you want
Custom markers?
Were you referring to the dots above group icons?
The ones that show the group size?
What would be a good loadout for Iran Embassy siege era SAS?
earl gray, a couple of cups, a water heater, some fish'n'chips or haggis
oh, and black pudding
Not exactly what I was looking for but okay.
you're right. black pudding isn't for everyone. you can leave that out ๐
bot 4real: set a time frame and look up the common SAS gear of that period
Yes but what Arma 3 Mods to get them?
it depends on what you are looking for. CUP has a strong british force, also 3CB.
maybe not SAS, but you can patch them together with CUP mods.
CFP adds a ton of additional factions and equipment to CUP
Im mainly looking for the Assault suit and Gas mask
assault suit?
those are very specific, just search the workshop for SAS might be your best bet
https://steamcommunity.com/sharedfiles/filedetails/?id=1145621857 try this mod maybe?
Is there any way to hide the box on the bottom of the AL-6 Pelican?
How do I use the time acceleration module
As in, what makes it go faster and what makes it go slower? Is 0.5 meaning 0.5 * 1 hr = 1 in game hour, or would it be 2 for the hour passes twice as fast?
Why notโฆ try ๐
(answer: 2nd option)
okay, thanks
Normally I would just try but I'm getting reeeeeeeee'd at for taking too long
Time speed ranges from 0.1 to 120 iirc
ah oke
I need some help, I want to remove: NVGs
Binoculars
Map
Terminal
Communication
Navigation
Watch
From the virtual arsenal, reading I found this:
BIS_fnc_removeVirtualItemCargo
But didn't understand how to use it
anyone know whats wrong.
i used the hide terrains module to hide un enter able buildings, and replace them with there livonia counter parts.
however when i play the mission. the buildings that should be hiden spawn back in, making it impossible to enter the buildings i placed down.
is it because i placed down to many "hide terrains" making them crap out, or dose Hide terrains just not work in MP on a large scale. because ive used it before and it works fine, when i do it to 2-3 buildings
I don't know for sure but I heard one should be reasonable regarding the hide modules in MP yes
the problem has been fixed. there is a mod my unit uses that makes most buildings on chernarus enter able. so thats whats happening. im putting down the livonia building, and then the mod dose the same when the mission is hosted. i was unaware of this
oh ok! thanks for the update
is there a halo mod out there?
yes, on the Steam Workshop ๐
Lol, one more thing
I want to remove the game buildings
And bushes
How I do that?
I tried and says missing a ;
Tried how?
yes, you left the title in it ๐
remove "Removing static buildings Eden Editor" ๐ ๐
Oh
Code for init.sqf:
_markername="marker_0"_terrainobjects=nearestTerrainObjects [(getMarkerPos _markername) [), (getmarkersize _markername)select 0];{hideObjectGlobal _x} foreach _terrainobjects;
then whats this for
?
wait, there are plenty of errors
How can I make a convoy hold? Do I go into move and set a time in there?
wth is that
Does anyone knows how to remove NVGs, Binoculars, Map, Terminal, Communication, Navigation, Watch from the virtual arsenal
How do I make a player do something while they're locked behind the disableUserInput function? I'm looking to try making a cutscene and wanted want to control the player's actions/animations via scripting.
Look at these commands
https://community.bistudio.com/wiki/playMoveNow
https://community.bistudio.com/wiki/playActionNow
https://community.bistudio.com/wiki/setVectorDir
https://community.bistudio.com/wiki/setDir
You'll also need a loop
Thanks.
Can anyone reccomend a tutorial for the wave defence mode or is there a better way of doing it?
Any idea why my stringtable.xml in mission root is not detected? diag_localize "" return only "global"
maybe it's broken and cannot be read properly?
like an extra </> , etc.
Could be. Too bad it doesn't throw and error
Maybe you could find it using Notepad++
Keep folding indent levels until you find which one is broken
For example this is the correct way for level 3 to fold:
but if I remove> from one of </key>s:
Regex might help too (but since you don't know what you're looking for it'd be PITA)
I'll check that later. Thanks
hello! can anyone help me please? I would like to reskin several vehicles in arma. Can anyone tell me how to determine where is hiding the paa file with the skin of any vehicle? I know it's somewhere in steam > steamapps > common > arma 3 > addons OR ... > arma 3 > expansion > addons There are lots of files and pbos and i have no idea what should i do when looking for some vehicle skin
Some vehicles can be reskinned by giving them new textures:
https://community.bistudio.com/wiki/setObjectTextureGlobal
As for vanilla skins, it depends which DLC they came with. Some vanilla skins can be found in armor_xxx_f.PBO
Arma 3 \ expansion is the directory for Apex expansion
i know the script, i just can't find the paa file
I told you where to find some
how about for example white van? it came with laws of war (orange) dlc i think
then look in the orange folder
@verbal pine
But the best way to find the correct PBO is using the config viewer in the game
Find the vehicle config and use this command to get the list of addons that are creating/modifying that vehicle:
https://community.bistudio.com/wiki/configSourceAddonList
wow so many new things, why does it have to be so complicated...
anyways that you for your time
Hi, I'm spawning groups with triggers by putting the code into the activation field.
Would it be better to put the code in a .sqf and execute it via execVM "scriptname.sqf"?
@radiant oyster Nope
As long as the code fits in there and you can work with that, just leave it there.
Okay thank you
Uhm, does anyone have experience with disableCollisionWith? for some reason I have two identical lines on two identical vehicles that say this disableCollisionWith test2D (Infantry); and for some reason test2D can only pass through one of them.
https://feedback.bistudio.com/T146288
Like this?
No
damn
Since it's fairly Engine-side issue
hmm, you wouldn't happen to know how to airdrop a heavy vehicle from a c-130 without it having it explode due to it's size? I'm tryna work a way for an IFV or APC with a player crew inside to paradrop from a plane that's technically too small for it. Or figure out a way for a heli to sling load it without changing the mass and its controls?
You can make the mass light enough to be slingloaded, and re-set to default when it's not anymore
I didn't want to do that at first since I don't like the idea of changing a vehicles mass as i feel arma'll somehow screw something up but that seems like my best choice.
Check if invisible objects can be viv-paradropped, disable collison of apc with plane; attach to invisible quadbike, paradrop.
Once in the air, attach apc to parachute, delete quad
If I want to change a vehicles colour to red, can I just use setobjecttexture with a red square to cover the whole thing? Or do I need to use a template of the vic texture?
You can use a red square if you don't care about how it looks (will just be a completely red object).
So a template will allow you make sure it still looks like a car
Ah sweet cheers
For single-colors you can use a procedural colour code in setobjecttexture instead of a .paa file path. #(argb,8,8,3)color(1,0,0,1.0,CO) etc. using 0-1 color(R,G,B,A) values
Oh what? I had no idea you could do that
Dumb question but how do I load in terrians I got from the workshop? I'm very new at this
Enable them in the launcher and start the game
thank you I thought they were already enabled but they weren't
How do I rotate a gun prop to where itโs leaning against a crate, or a knife is in someoneโs chest and itโs angled?
@harsh rune Is the rotation tool not working for you?
You can use the widgets for more advanced rotation, you can switch through them using space
Hi everyone... so basically this is my problem, I would like to made the AI use the CAS module I know it's not possible, but on my mission the player play as a defender and the AI attacker. The AI have some plane and drop bomb but do it's possible. I know the AI on this game is really stupid sometime...
technically it's possible, but you most likely have to write a custom AI which can do that
How do I do that? @broken inlet
click on object > press space > grab and move the individual rings
there's multiple widgets, cycle to the one with the 3 rings
I recommend grabbing the mod 3den enhanced, that lets you set animations like that easily through their attribute menu
question does anybody know how to change a objects size i saw something about it on the arma reddit and was wondering how to do it
i looked it up on there forums and it didint help me at all and or the comunity thing
sure, setObjectScale
i tried that in eden and it didint work im not sure what im doing wrong
hang on i gotta load my arma again cause it crashed ๐ฅ
do i need to do anything else cause its not working
i put the set object scale thing in the innit option and a number after it and its not working
code please?
just setObjectScale 0.5 won't work
what code
that code
i justs put setObjectScale 0.1
I am surprised it lets you validate that
this setObjectScale 0.1 would be better (but not MP friendly)
mk
still not working 
does it not work on mods or something
cause i am using it on a mod
Without the code you use it's impossible to say what you're doing wrong
wdym code
what are you writing in the init box
is there a way through scripting or other to make AI move to a variable object?
Say, if i make a helicopter crash land, but dont know exactly where it will land, can i get an attacking force move towards the crash site?
group unit addwaypoint [Helicopter, 1];```
replace group1 with the group name and Helicopter with the helicopter name
that's wrong
waitUntil { sleep 1; not alive _myHelicopter };
_myGroup move getPosATL _myHelicopter;
@sacred briar โ
thank you ๐
is that correct now?
nope, it's ```sqf
waitUntil {};
//not { waitUntil };
AGL ๐
wouldnt it be !alive?
ah i didn't spot that
wiki says ATL for move
it's always AGL for AI commands
uh oh, ive started something havent i
again
What do you mean again ๐
Not sure but I bet it is!
Hey guys, just wondering how to resize objects/vehicles (The new podiums are pretty cool lol)
I am going to use my moderator powers to mute Leo and win the debate :p

setObjectScale
Thanks once again man!
damn, Lou helpful
Orrrr our problems are just really simple and we're all idiots ๐
I guess we will have to do a spring cleaning on each and every move/waypoint command ๐ฌ
there are no stupid questions!
only stupid users ๐
Is there any way to check if the player has loaded a save?
me. Uses D: drive for making models and textures
Correction, used to
HorribleGoat bit my head off about it and ive changed my ways ๐
@prisma oyster it was ATL 
It says you need to load it before the init, how do i do that?
a CfgFunctions
see? I win ๐
(thanks for checking in-game)
@prisma oyster wait it was AGL
๐คฃ
stahp it nao
*added to my paddlin' list
Okay, thanks Lou. it works ๐
I had to do a little DIY to make it work in the scenario but hey ho ๐
Alright but now im faced with another issue. If the heli crashes too far away, it means the units will take too long to get there. So im going to try using createVehicle and createUnit to make units appear around 500m away from the crash site and close in
Hopefully i can figure this out. Never used them before ๐
Is there anyway to deactivate the incapacitated state for enemy units? i need them to insta-die lol. Im having a problem where they continue to attack people while incapacitated
Good day to all! I've just released scenario, which I worked on for a long time. Check it if you interested.
https://steamcommunity.com/sharedfiles/filedetails/?id=2406379171
@untold tinsel don't use mods that cause that or configure them better.

Good afternoon, I have a problem about aircraft carrier respawn.
I have tried putting scripts in the init.sqf but they have not helped me. I don't know what to do and I don't know if there is any solution to respawn on top of the aircraft carrier without appearing under water.
tag me
Set weather to calm and place respawn marker slightly above the deck
solved
The problem was that the aircraft carrier was off the map
Thanks all the same ๐
Does anyone know why when I set the AI to Safe mode it still doesn't want to use roads?
Hello,
Is there any way to save a variable to a person right before they exit to the main menu and then add that variable back when they load back in?
@long dune
this is a question for #arma3_scripting i'd say
Alright
Hey uh so..ik how to hide/show stuff with a trigger..is it possible to have change the time n date too? So players get a screen that goes "6hours later" or something like when you use that one set date module? My goal is to use the funeral mod n have em appear as that screen comes on , to simulate time passing rather then just them outright spawning infront of em where they see it, i thought maybe i could time it super right in zeus phase but idk if i can do it exact time as i get an ai to activate trigger. If i can do all that in one swoop with a trigger thatd be great
Uhhh this doesnt say how to do anything lol or what order to write it into triggers INIT
Im not good at code at all nor can i make heads or tails wiki is saying
ah, 
So ppl can see what spawns infront of em
It looks like..the example i might be able to put that in the INIT for it to overlay that?
dont use init, use on activation
Oh right thats what i meant
Ill try the example codeword for word on activation tomorrow..unless someone can tell me what exactly to write lol
hey guys im trying to make a scenario where the first vehicle in a convoy gets hit by an ied and all the other vehicles have to dismount and fight the threat blah blah blah, im having no issue setting a path for the vehicle to hit an ied and having blufor and opfor shoot at each other right after, but im not sure how to get the drivers and crew of the vehicle to dismount instead of drive away, i was thinking of using a radius trigger to have them dismount when in that area but i dont have any experience at all with triggers, can anyone give me some pointers?
I'd have them dismount after the IED has exploded instead of when they enter an area.
Set the Activation Type to NONE and set the condition to !(alive MyIED), that should work.
@dry vine 
alr bro im gonna try that rn thanks man
hey stupid question but how can I modify year or month so that I can see the moon to the north?
Ctrl+I
sorry wrong phrasing
I know how to do it but I can't find any setting that lets me see the moon to the north
I guess thats not astronomically possible?
Whether the moon is due north or due south at its zenith, depends on which hemisphere of the earth you are in IIRC
I'm on malden so I guess southern?
So it'll depend on terrain coordinates, not date
meaning there is no way to modify it I guess
hello everyone, i have a question - i've created a mission and now i want to host it on a dedicated server but i want to have there also custom difficulty, you know things like 3rd person, crosshair etc. how to do it? where is the file with difficulty settings?
@verbal pine
this might lead you on the right path
https://community.bistudio.com/wiki/server.armaprofile
i was there already, i've created the file with the difficulty settings but i don't know where to put that file in the server so that it has an actual effect in game
that i can not answer either.
head over to any #server_XX channel according to your OS
https://community.bistudio.com/wiki/server.armaprofile#Location
Does it not say where to place it right on that page there?
Anyone know how I can stop my characters from spinning while in idle/frozen animation positions?
https://community.bistudio.com/wiki/disableAI
Using that could maybe help.
Other than that, I'm guessing that you use a mod that enables you to easily select and set the animations, so perhaps the creator of that mod can help with your issue.
Ah okay, thank you! One more question since Iโm quite new to this. Once I write the following into the init box
this switchmove โanimationโ;
Where will I enter the command to prevent the character from moving? Do I enter it beneath the first command?
can anyone help me with my problem, i wanted to setup a mission, so when the player gets in the car it starts moving to the waypoints ive set, and i have a trigger that detects if the player is in the vehicle, but it still doesent work, the vehicle just drives to the waypoints without waiting
also all the waypoints are setup to start when the trigger is activated
Before or after the switchMove, doesn't really matter as long as you're just working with init fields.
https://community.bistudio.com/wiki/Eden_Editor:_Waypoint#Waypoint_Completion
You need a waypoint at the position where the car waits for the player. The car stays at that waypoint until it can complete that waypoint (either a connected trigger or waypoint condition) and then moves to the other waypoint(s).
thanks ill give it a go
how are you trying to take the screenshots?
i fixed it
i have another problem though
my view distance is dumb rn idk why
did you check your video settings?
and are you running mods that might force it to be something else?
Perfect, thank you for the help!
thanks :D it worked
also another question, is there a way i can stop the ai from reading out all the waypoints in the radio, like "move 200 metres front"
@uneven leaf Don't think so.
@uneven leaf You can by using a DisableAI command ( I believe it was DisableAI โSpeakโ;, but youโd have to fact check me). This will disable all call outs until you undo the command.
Iโve tried putting โMOVEโ both before and after the โswitchmoveโ command, but itโs giving me an error
Doesnโt matter, Iโve got the command to work without error, but the characters are still moving
Try with "TARGET", "AUTOTARGET" and "AUTOCOMBAT" (just use disableAI three times), maybe that'll help.
๐ thank you
Doesnโt seem to be working
Do you mean to type in โdisableAIโ 3 times? Because Iโm trying:
this switchmove โanimationโ; disableAI
But nothing is happening
Got it working! Just had to adjust some stuff in the special state area
So I'm running into a bit of an issue as of late. I'm making a mission with an air insert, and rather than using the typical AI Helicopters, I am using the Unit Playback function for the helicopters going in and out.
What I'm trying to with this as well, is have those same helicopters unload a squad of infantry at their designated LZ, so I tried using a "GET OUT" Waypoint for the mounted infantry. Only problem is, when they got to the waypoint, they didn't dismount.
To my knowledge I can't use the transport unload waypoint for the helicopters since I have their flight path hardcoded. Would I still be able to use a T-Unload waypoint or would I have to do something a bit hacky for the infantry getting out?
Edit: Just tried using transport unload. They just went and flew on their own before I activated the playback script.
Edit 2: Solved the problem. did a hacky method by having a separate trigger delayed by 1 second.
Iโve run into another problem. When I try to place down characters and move them, they only move as if theyโre snapping into place, and wonโt move smoothly like they were a few minutes ago. Is there a reason anyone knows of for this to be happening?
you somehow activated grid position, you can disable it from Eden toolbar ๐
Edit > Grid I presume
this icon
Ah okay! Thank you
ive run into a problem, ive got my truck moving to the waypoints and it unloads the passengers, but i want it to return back to base and park up, but when i set move waypoints the truck moves to them but so do the other ai that are meant to stay at the unload position, so how do i make only the truck move foward not the passengers that got out
your truck and cargo must be in separate groups
no. your truck crew is a team, and your passengers are another team
both need different waypoints
well, easiest way:
have the truck be empty at start mission, meaning: the passengers are outside. make sure they are not in the same group.
name the truck "truck1"
set dedicated waypoints for the truck and the passengers
first passenger waypoint is after unloadcargo waypoint
insert this to the passenger team leader init field:
{_x moveInCargo truck1} forEach Units Group this
run mission for testing
?
patience
ok
i have none XD
how do i load it in?
- unpack the file
- put the unload_demo.VR into your missions folder at
..\documnents\Arma 3\missions - go to the editor
- open the mission
- learn
there is no missions folder....
nvm
its in arma 3-other profiles
how do i make the ai get in the truck?
like this
#arma3_editor message
there should be a "mount" module/trigger
or open the init field of the teamleader and see for yourself
thanks
can i keep the triggers i have?
like the truck only moves once the player gets in
whatever you want
thanks for the help
problem]
the squad doesent get in the truck
it just walks around
ill just make the spawn in the truck
it works, thanks
@hollow gorge
helicopter โ waypoint โ load
โ sync โ
group โ waypoint โ get in
helicopter โ waypoint โ unload transport (iirc) at the LZ
โ sync โ
group โ waypoint โ move (at the LZ)
helicopter โ waypoint โ getout (at the heliport)
group โ waypoint โ move (away from the LZ)
Where do I put the load? On the units?
on the ground, same for the get in - the group will get in the closest vehicle
So I set the units to get in and the heli to load
Vice versa?
Also at the unload transport do I put an invisible helipad and/ or a move waypoint prior to that?
when I say "synchronise", it's right-click on the waypoint and sync to the other so one cannot complete without the other
There is no sync
I don't know?
how can i set a trigger to activate a waypoint when a HVT is captive ?
Condition: captive MyHVT
this captive is vanilla or ace captive ?
at least vanilla, idk ACE
okok
Oof
Brazil does not exist my friend
no, captive is using a setCaptive check
if you are using an ACE captivity system, it is best to see with them on the ACE Slack (link in #channel_invites_list)
it does, i can prove it
ok, thx dude
just sync a trigger to the waypoint
With waypoints
ok
control + rightclick makes a waypoint for the selected unit
if anybody is half decent at making scenarios ping me here id really appreciate it
If you have a question I reocmmend just asking it @dim kindle
how do make it so if a certain character leaves a certain proximity the game ends/ wins
using a trigger
you place a trigger, select "present" and player, and synch that to a game winning module
not the exact topic, but required knowledge:
https://youtu.be/CVzZ1mQvOis
how do i write something on the map players can see?
Use a marker and then you can fill in a text box.
@steel oak @reef lintel ty
I want people on my multiplayer to spawn with a weapon added by a mod, and only that, how do I make it to where thatโs what they respawn with
custom respawn template
How do dat
Thx
good evening i'm an editor, and i do good months for other people. look forward to every answer
Greetings JUlyano
Hey y'all,
Not entirely sure this is the right channel for this, but, worth a shot.
Dunno if anyone here has any knowledge on this they'd be willing to share, but I've been trying to make some modifications to the Antistasi Fallujah scenario in the Eden editor. My goal is to have the Independent group start with control of the Airbase, and to allow the initial HQ to be placed there.
The problem I'm having is that I have zero luck in coming up with a clear or concise explanation for how you change the starting faction control parameters in Antistasi, and hours of forum browsing hasn't really yielded any results, besides a few SQF files to look at.
Now, I'm not terribly familiar with SQF, but I have worked as a full stack software guy for a couple years so I can at least follow it around. Or, I would be able to, but many of the variables are in Spanish and in a few places it becomes lost on me what's going on.
Is there a way to alter the faction control directly from within Eden, regarding Antistasi? If not, is anyone who knows a bit more about this able to provide me with some insight as to how this would be accomplished?
Any help is greatly appreciated, and if this is in the wrong channel, my apologies, I'm new here, please just let me know the proper place to put this.
I recommend asking on the antistasi community discord linked in #channel_invites_list , afaik those peeps are working on a rewrite of the mission and they props know a thing or two about the old one too
Thank you
Would there be any way to mimic a ship capsizing? The base game USS ships, not any modded ones. Ive heard of an animate command (idek if thats the right term), and i tried using the show/hide to actually just rotate it and have one visible after the other. but those didnt seem to work.
(I could definitely have been using the animate wrong)
rotation is after what you are ๐
I believe the ships work differently though, because the show/hide feature doesnt work on them. I will try it though ๐
OH I know what you mean, I mean to have it on a trigger ๐
so in one part of the mission, its fine, and then a torpedo strikes it and it becomes capsized
a ship is made of multiple parts, so be sure to grab the "main" one to be able to rotate it (and all the others with it!)
I wasnt aware of that, i assumed they were one big model - although i suppose that explains the falling through the ground haha.
then use setVectorUp as it fits ๐
https://community.bistudio.com/wiki/setVectorUp
See all the vector commands: https://community.bistudio.com/wiki/Category:Command_Group:_Math_-_Vectors
so to rotate it by 90 degrees in the z axis it would be _obj setVectorUp [0,0,0.5];?
That's playing with cos and sin, but I am unfortunately off for the night ^^
Alright, thank you for the help. Goodnight! ๐
Thanks!
Anyone know how to Change the time so when you play the scenario it will be like nighttime?
https://www.youtube.com/watch?v=gkHtMNAMLCU&ab_channel=Silentwisher
Same as here, but there is also a date and time setting at the top of that tab
Cheers!
If you arent too familiar with the game, id recommend learning how to play it first. But the editor is very useful to practise and improve, even to create missions for fun! Ive not been doing it for long though, only around 100-150 hours
I'm working on a Night Infil Mission.
I understand the controls, so i'm hooked on that
Sounds awesome man! I did a night op for my milsim unit a while back, and if you use mods id highly recommend BetterIR for Night missions
Alrighty sounds great!
Good luck in your mission making! If you have any questions on these more basic topics - I wouldnt be expecting you to start scripting for a while ๐ - my DM's are open ๐
Cool-io
Hey Guys. How do you make a Squad go when you arrive at their location, so like theyยดre at Point A and I also arrive at point A they go to point B ?
does anyone know how i setup voicelines like in the apex protocal missions where when you do something it would say something over the radio
control + rightclick makes a waypoint for the selected unit not working .....
A trigger which activates a waypoint. You could also use synched waypoints
How do I do that. Is there a YT vvideo or something like that
my uav operator wont connect to my uav even though theyre on the same side, NATO
@plain gale what exactly do i put in the init though?
What's a KI?!
(I suspect inverted kinematics)
IK 
or the german for AI
Krtificial Intelligence?
ENGLISH ONLY #rules ๐

!purgeban
I am literally laughing out loud in front of my screen ๐

for each waypoint, there is an init field that will be executed upon completion. You could set a variable like "pointA1 = true;" (remembering to set a game Logic to "pointA1 = false;" beforehand)
@prisma oyster !purgeban for trolling
Then you could set one for the player, when they pass a trigger, have a new variable "pointA2 = true;"
Then use the _group addWaypoint []; in the activation field of a trigger
with pointA1 AND pointA2 in the init
So AI reaches Point A > Sets pointA1 to true > Player reaches point A > Sets pointA2 to true > Trigger sees both pointA1 and pointA2 are true, so creates a new waypoint for the squad
There's a chance im making this many more times more complex than it needs to be
But its the eden editor, what else is new ๐
There's another option, to disable all the PATH AI features of the AI squad until the player reaches point A, but that can go wrong if the AI needs to seek cover, or if they arent in the correct formation
Thank you very much
Probably network desync or something
Are they on the server?
What is your server fps?
how do i make the speak it?
like in apex
@uneven leaf https://community.bistudio.com/wiki/Conversations With the conversation system
But you need to do voice acting if you don't wanna reuse the existing dialoge. It's quite complex for a beginner I'd say
can i not use the voices from the campaigns?
You can.
"where are they listed?"
in Eden Enhanced ๐
๐
does it have to be the campaign voicelines or can i only use thier voice and just specify what they say
i use eden enhanced
sad
Well you can use the Windows voice thing ๐คฃ
there is no voice generator in Arma, only the "radio sentences" can be linked differently
("sniper, go to that tree, 5 o'clock")
hell no
Didn't expect you to
how do i use it though
bikb
the Conversations system linked above, but that is quite advanced yeah
although its advanced i really wana make a mission thats immersive not some boring mission thats pulled together in 10 minutes
can anyone explain why triggers dont work on the first try sometimes?
@sacred briar No, because they do if set up correclty
How do you try it?
Yeah but its literally JUST any player present and its like a 50/50 that it works
Then read the wiki page I posted above and get a audio recording software
Post a picture of how your trigger is set up 
Because of the height
But arent the players only 1.8m tall?
Do they? I thought the aircraft carrier war just a static object
also all that matters is the player's "feet"
It is
Waves are like "terrain"
except they move
Hmm, didnt know that ๐
I cant remember ever seeing the aircraft carrier pitch/roll because of waves though
and okay, ill extend it down in that case though
It doesn't but the waves do
and the waves are the zero reference for the trigger
then maybe the trigger moves ๐
aah so the trigger is sorta moving, yee
Okay, thank you guys ๐
So
Im making a scenario
And i downloaded bunch of mods
Each mod contains more stuff than i need
So, is there a way to take only stuff you need and pack it into one mod?
Cause downloading 50 more gb of stuff which is not used is kinda eh
Unless the authors of the mods explicitly allow you to do that, no. That's illegal.
What if i already asked them about it and they said yes?
If i do something wrong they freely can report me and stuff
Then I guess it would be ok (but again only if they explicitly give you permission, and you must credit them for what you're using and mention that you're doing it with their permission)
The problem is i dont know how to do that
I asked permission even tho i dont know how to do that
then don't do it
it takes time and effort to learn that stuff. if you are willing to (re)write a mod for that... sure
Also if the mods you're using have a high subscription count, chances are most players are using those mods already (such as CUP and RHS)
So you don't have to bother anyway
If you stick with popular mods I'm sure your mission will be played by many
Im just feeling stupid for asking a permission to do the thing that i cant do
What mod is it anyway?
@dim kindle
How do I make it so I can only spectate for npc battles, like when I get a player and I spectate, the npc with the player tag just doesn't move, and if I delete these guys the npcs won't spawn.
Hi guys, I'm in eden rn and I can't lock a PO-30 orca. Is this wanted? Some kind of anti-lock system?
you should be able to open its attributes and lock it @ocean topaz
Just double click on it
What does that have to with the editor?
Perhaps asked here hundreds of times, but.. what is best (or list of good) mods to use on top of vanilla Eden Editor to speed up/improve/easy the mission editing? Not Zeus specific, just better and easier to build missions/scenarios. Achilles? ZEN? Other? Thanks.
Thanks! Wonder why it does not appear in Steam -> Arma 3 -> Workshop -> with Mod Type "Editor Extension" and Meta "Collection" checked...
(I was searching that way). Thanks anyway! Appreciate!
Because these tags are all messed up and missused by many
What
Can you explain what you want to do
This mode is fun
Aight, can i download only part of a mod thru steam?
no
where do i set the settings for spectating? like if i only want players to spectate teammates first person
@south nexus
Hey guys, I was wondering if anyone would know how to search a terrain object name. For example: Knowing the name of the runway light prop used on the Chernarus Airfield runway.
If you're referring to what they're called in the game:
getText (configOf _obj >> "displayNameโ)
If you mean their className, it's typeOf
excuse me for the silly question, but where do you run that script?
im kind of new on this stuff
sorry
do you want to find out the classname of an object used on the map?
If so, add cursorTarget or cursorObject (iirc) to one of the 3 watch fields in your debug console, and then look at the object
I want to find out a terrain prop name for the purpose of making a trigger script.
i don't think it's a classame. It's only a single prop
the prop should have a classname
oh
otherwise I either dont know something fundamental about arma, or you've just found a black hole of objects 
What kind of script? What do you want to do?
a blackout script
So you want to kill the lights?
ye then what i said should work
It's not the name. it's className
You can use it with nearestObjects. For example:
_lights = nearestObjects [_pos, ["class1", "class2"], 100];
{
_light = _x;
_hits = getAllHitPointsDamage _light;
{
if ("light" in toLowerANSI _x) then {_light setHitPointDamage [_forEachIndex, 1]};
} forEach _hits#0;
} forEach _lights;
not sure if you could setDamage the whole thing 
ohh, so every "prop" name in arma it's a className?
as for how to get the class names, just run the command typeOf cursorObject in debug console while looking at the light posts
I'm not sure what you mean by "prop name"
All objects in Arma come from a certain class defined in cfgVehicles. This includes buildings, vehicles, units, and even some other stuff like backpacks.
okay, thanks a lot
if you're referring to the names you give to objects in eden, it's their variable name (used to refer to this object in scripts, etc.)
nono, i was referring to the class defined objects. Thanks
for some reason it only returns this: ""
then your objects probably have no class name
did you also try cursorObject to make sure you're pointing at them correctly?
then you're not pointing at your objects correctly
hmm
So for pointing at an object I spawned as a character in my scenario. In your case how would you do it?
pointing as in "pointing with your rifle", not "selected in Eden" otherwise it is another command ๐
see get3DENSelected on the wiki
then it's not worknig :c
// in Eden
private _object = (get3DENSelected "") select 0;
// in game
private _object = cursorObject;
I am on it, thanks for the help guys!
you can't select terrain objects
only those you made
I figured out the problem. It's not me pointing it incorrectly. It's the object itself, it seems to be small enough to be selected by cursorObject
i tried this on another object and it worked as intended
try this:
onEachFrame {
hintSilent str [cursorObject, typeOf CursorObject];
}
then just look around
@buoyant plover also, your question is not related to this channel anymore. it's #arma3_scripting
it's ok. just continue the discussion there
ok
so... it didn't work
:c
I have an idea though
maybe use the "Edit Terrain Object" so when selected it returns the object's name
can anyone tell me where to put addCuratorEditableObjects so i can make zues use editor stuff
Either initServer.sqf or in the init fields, but then with if (isServer).
what?
You either use addCuratorEditableObjects in initServer.sqf or in the init fields of the objects which you want to use it with, but then if (isServer) needs to be used because addCuratorEditableObjects has to run on the server.
@wind raptor what if im hosting on upnp
ill just use it in the stuff i want the zues to use thanks
hey ive forgotten a lot of the basics for editing and all that fun stuff is it possible someone could hop in a call with me and help me out abit?
Doesn't change anything.
@wind raptor wheres initserver sqf?
It's a script that you have to create in the mission folder.
But if you do it there you have to name all the objects or use slightly more code to add all objects.
How would I go about disabling map markers in certain channels without disabling the ability to talk/type in the channels?
@signal oyster you can have a while loop that constantly checks on witch channel is that marker and if its lets say on side then delete it self you can also have a look of this https://community.bistudio.com/wiki/allMapMarkers
Would I do this in init.sqf?
also would this question maybe be more fit for #arma3_scripting?
whenever I try to move units in the editor (trying to make something cool) the units move massive distances (1-2 meters) whenever I intend to move them just a little bit, any way I can reduce their "movement size"?
nevermind i fixed it
๐
if anyone ever comes up on this question and have the same issue, you have to change the distance of the "Toggle translation grid"
default bind is:(;)
I am having troubles setting up the respawn system in my game
I want them to respawn at a random spot
Like the random start thing
But for every respawn
Ping me when/if you respond would be appreciated
@celest oxide spawn them at a fixed location in the distance as normal, then script so on spawn theyre moved to a random position within the area?
how do i make a laptop skip 6 hours?
with a combination of of addaction and skiptime
im really stupid can you guide me through it like im a 6 year old?
laptopName/this addAction ["Text That Appears", {skiptime 6}];
@hardy wigeon i put both laptop names in and i got errors and it wont work
The trouble with conveying code ๐
lmao
this addAction ["Text That Appears", {skiptime 6}];
^
put this in the laptops Init field
or replace 'this' with laptopName, and name the laptop laptopName - or whatever, so long as it matches.
alright thanks it works!
@hardy wigeon how do i make a trigger end the game? like the normal way not the boring trigger way
How do you mean, normal way? The triggers do the same function, afaik. There is 'endMission' and the related Bis_Fnc, if you need it more personalized.
https://community.bistudio.com/wiki/endMission
https://community.bistudio.com/wiki/BIS_fnc_endMission
But that's getting into description.ext editing. Which I'm a big fan of ._.
i have the end scenario module which ends it the way i want, but i cant seem to sync it to the trigger
i want it to go off when the trigger goes off
yeah but it just skips straight to debrief instead of fading away with music
Ah. Yeah.
"end1" call BIS_fnc_endMissionServer;
ok i put that in the init and it did what i wanted it to, can i add a message underneath?
No, to personalize it you'll have to edit the Description.ext file
ok that involves going into description txt nvm
so i go the folder and add a txt file right?
create a new text file and then rename it to description.ext
note that you have to change the file identifier
i have no idea what you just said
make sure that you change .txt at the end of the file you create to a .ext @dim kindle
oh yeah i know that
note that windows has those hidden by default
Hey R3vo, does Eden have a eventhandler for when a object was moved or rotated and such? so you can make setObjectScale persist with 3den Enhanced?
i only have one thing left to do and my scenario is finished
how do i make it so that zeus can edit anything placed by eden?
can i use that to make everything in the mission editable?
you can script that, but the easiest way is to use 3den enhanced
i already am
congratulations @dim kindle
I think I can, why?
Because will be very useful for setObjectScale as its currently pretty hard to use in editor as 3DEN doesn't support it
way better as what we have now atleast
R3vo the magic man
woohooo!
Was actually very easy, but the description of the Eden EH on the biki was wrong ๐
Lou: 
can you also make it so that the scaling option makes it grow to 10-20-30% of the original size? ๐
Probably yes
hey, don't turn my joke into a feature!!1!
Well, scaling doesn't work
But I can use the area scaling grid thingy and work something out
oh that one with the squares on the end for objects thats useless at the moment? (afaik)
I admit, being able to use the area resizing tool for object resizing would be cool
Not useless, it's for triggers and area makers
Well, you know who to ping for that ๐
...
I also need to fix the Zoffset issue
Funny things is, the Eden "box" around the object is aware of the scaling
I believe it uses boundingBoxReal
Shall I really trust boundingBoxReal ๐
can you trust any bounding box in arma
?
Exactly my thought
my favorite bounding box oddity under the vanilla objets is still the data terminal, which (iirc) has something like a 4mx4mx7m bounding box
put into 3den enhanced, and everytime someone asks about how to scale objects in 3den, advertise 3den enhanced to them.
it works for markers and triggers and stuff
Yee I know that
sorry I'm reading slowly

Yeah and every time someone writes me, "Why doesn't this work and that" I use @ dedmen, ok?
๐
well you can detect in 3den enhanced whether a object is simple? no?
maybe force it to turn into simple obj?

so im having a problem iwth respawning ai ๐ i did manage to get a single guy to respawn on the spot but i cant seem to make respawn on the marker work
is the variable name of your marker correct?
try just respawn_east
ok
and make sure that that is the variable name and not the text
ye i put it in both cuz i was not sure ^^
does not seem to help i did enable do not delete on death and gave them respawn tikets
variable name is the important one
maybe thats a problem ?
Mmh not sure
the respawn setting in attributes -> multiplayer is on custom location right?
and the unit you want to respawn is also a unit with the side east? (as in opfor -> csat)
its on nearest ๐ respawnpoint and there is only one per site my test setup is Virtual reality 2 Walls to spawn behind and then just waypoints across
nvm im dumb ๐
somehow did not save my set
ye works now ๐
Something else they will retain the waypoints from before right ?considering they are still in the same squad
If they join up with the earlier squad the squad should retain its waypoints
the unit itself however will not afaik
i mean they seem to be in the same squad if they respawn so i would assume they will try to catch up to the squadmates
how do i put more than one command in my description ext
class CfgDebriefing
{
class loser
{
title = "You all died!";
subtitle = "";
description = "";
pictureBackground = "";
picture = "KIA";
pictureColor[] = {0.6,0.1,0.2,1};
};
};
class CfgDebriefing
{
class End1
{
title = "Mission Completed";
subtitle = "Hostage Rescued!";
description = "Hostage Rescued.";
pictureBackground = "";
picture = "b_inf";
pictureColor[] = { 0.0, 0.3, 0.6, 1 };
};
};
im trying to put both of these in there
class CfgDebriefing
{
class loser
{
title = "You all died!";
subtitle = "";
description = "";
pictureBackground = "";
picture = "KIA";
pictureColor[] = {0.6,0.1,0.2,1};
};
class End1
{
title = "Mission Completed";
subtitle = "Hostage Rescued!";
description = "Hostage Rescued.";
pictureBackground = "";
picture = "b_inf";
pictureColor[] = { 0.0, 0.3, 0.6, 1 };
};
};
okiee ty
should work I think
@broken inlet can i have more than one loser endings?
you can have more ending as long as the name is different
although I dont know how to make it use multiple endings
@broken inlet how do i make so that only if a bunch of triggers activate they activate one? im trying to make it so that only if a group of people die the trigger activates but for some reason the trigger goes off only when some of them do
Not sure about that right now, sorry
Condition: This && triggerActivated trigger1 && triggerActivated trigger2
https://community.bistudio.com/wiki/triggerActivated
cant i just put more than one name after the !alive thing
Nope
there has to be an easier way than linking up a ton of triggers
!alive MillersTarget1 && !alive MillersVictim1 && !alive haplessBystander3
Hrm... might be able to {!alive _x} foreach, but you'd have to make an array of all the people anyways.
Unless it's a group
Then {!alive _x} foreach units group MillersAfternoonSnack
can i put a squads name in?
The group name will only reference the group, not the units in the group
Yup, just checked.
``` will return true when they are all dead. JUST KIDDING IM A HACK
units group theLeader findIf { alive _x } == -1
this will return the last unit's state ๐
i still dont know what to put in the conditions lmao
_x is the groups variable name right?
everything stays the same?
_x is special
It applies that spot to everyone in whatever function you throw at the brackets.
{doStop _x} foreach units group this, the best way to keep units from returning to formation without dulling their AI
its a group of players
just put as Lou wrote in the condition slot, and replace theLeader with the group leader's variable name.
ok ok
For my own understanding; why would this be the case? I thought it just continually checked against everyone oh now I get it it's not a waitUntil or while {}, it only checks once when called and just runs through the list each time durrr
yup it worked
Nevermind me I'll be over here yelling at my ducky
nice
it is as doing { true } forEach istOfUnits; forEach returns the last code evaluation
listOfUnits findIf { condition } == -1 means "if none of them has condition"
Ahhhh poop now I need to dig through my projects and see if that's causing me some unexpected headaches somewhere T_T
ah, mayhaps!
wait wait wait
it doesnt work
it only triggers when the leader is dead not the group
ooooof
@prisma oyster @hardy wigeon
yep, you should use the group name instead
(if the leader dies, it is removed from its group - so when you check if everyone is dead in his group, it's "true")
oh
units theGroupName should do ๐
Error type group expected object ;/
Did you do units groupName, or just groupName?
The former will return an array of objects that belong to the group, the latter will just tag the group name
okay im doing lous thing
... I really should get used to tagging my posts for legibility, but then I'd betray my crappy handwriting.
units theGroupName RESCUE findIf { alive _x } == -1
where do i put the ;
earlier i just used group
Is the group name RESCUE?
yeah
When following the style guide is more hassle than it's worth XD
Three... not-tildes, what's the other side of that key?
I've been told but forgot, how to get it colored for sqf :x
```sqf
```
see pinned message in #arma3_scripting ^^
```sqf
/* your code */
hint "good!";
```
โ
/* your code */
hint "good!";
Ah, see, I checked the pinned messages here ๐
it was in both #arma3_scripting and #arma3_scenario, but not here ๐
Shame, shame, shame ๐
Thank you ๐
You're welcome ๐
Anyways, Hawky, how'd it turn out?
the scenario?
my reward for being nice :< muh!
oh yeah the code it worked
i only have one last thing i also forgot to do
where do i set the settings for spectating
Settings, Multiplayer, Respawn has some stuff on spectating when dead... though I dunno about other uses :x
you can put down virtual spectator thingies
how?
Ello mates, I've got a question, I'm trying to make a scene of some divers swimming underwater however I can't seem to get the diver to have the re-breather face mask and the goggles, any way to get this done?
please ping with answer
They only put them on in water
I know they only equip the re breather under water however I also want them to equip the goggles underwater
I saw this
you have to give them diving goggles, and maybe disable facewear randomisation as well
"maybe disable facewear randomisation" how do I do that?
(or readd them manually)
description.ext
not released yet no?
its in profiling afaik
Then I guess you have to readd them for now
or you can use https://community.bistudio.com/wiki/Description.ext#disableRandomization for certain classes (e.g divers)
anytime!
@keen jolt how does that description.ext work, cuz Iโm trying to get it to where when u respawn that itโs the loadout that I made
And I read thatโs how u do it, but I dunno where it is or what to do with it
Would you be looking for "onPlayerRespawn.sqf"?
https://community.bistudio.com/wiki/Event_Scripts#onPlayerRespawn.sqf
Look into init.sqf, or initserver.sqf. You're entering the world of actual coding there.
when i set respawntickets for a ai squad are those for all of them together or for each of them individually ? aka for a 4 man squad is 4 tickets 4 overall or 4 per member ?
Ok
I figured out how to do the respawn thing
It works
But they spawn with nothing, and I want them to spawn with just ONE thing, how do I set that up, I looked at the respawn templates but I have no idea where to even start with that
What thing do you want them to spawn with?
Create an arsenal loadout with the exact setup you want, Ctrl-C and paste it into the appropriate block.
Hey all
Trying to think of best method for a trigger condition to detect no more players alive on a side
Anyone got a quick idea best to do it?
It's a pvp event but without respawn
And when you die they automatically turn to spec
count all the players where the side is xyz?
What block
What is that
Presumably, the OnRespawn file you made, or wherever you have the current working code
Itโs markers
Like 50 of them randomly around the map
@hardy wigeon do I copy paste it in the variable thing or what?
I'm not terribly sure, to be honest, I haven't touched OnRespawn before.
what would i need to do to have a trigger register enemy presence and then give a specific AI squad a waypoint to come defend the area
defense group, waypoint on their position synchronised to the trigger, and another one to the destination
does that work for multiple locations ?
one group for all or one group per location?
one for all
i kinda just wanna figure out how to get semi dynamic warfare ^^
aka register enemy at A go retake A enemy at B retake B and the enemy does the same thing i have respawns so it should jsut go back and fourth i guess ^^
ill play around with the waypoints i guess ๐
Can someone please tell me how I can add a composition I download through Steam to my mission?
possible but related to #arma3_scripting
@keen jolt thanks moved to scripting
The compositions tab in 3den
did you try that?
yes, it doesn't appear there for some reason
none of the ones I download seem to appear
downloaded through Steam
Maybe they have to be loaded thru launcher? I've never used compositions so idk
ok guard points actually seem to work fine for my purpose thank you ๐
my main problem was they reached the move point then died and respawned and did not move out again ^^
but guard stays so ye i just put bluefor points in my opfor base and vice versa one per squad so they all want to reach the enemy base
am i correct that the "can die" under respawn settings means if they get a headshot or get blown up etc they instantly lose all tickits ?
or at least cant respawn
@dim kindle That's 3den Enhanced, and yes, if can die is ticket the unit can die.
Should probably rename that
ye i only figured it out cuz some squads kept losing members on first contact even with 300 respawns ^^
I will make it clearer on next update
Is there a way to change the order in which callsigns appear on the role select screen? My Charlie platoon is coming before Bravo
Oh you the guy who made it ? ๐ฎ Thanks alot for it then ๐
New Question if i sync multiple triggers to one module can i make it that all the triggers need to be active
Not through syncing. Sync one trigger to the module, and in it's Condition put
triggerActivated othertriggername1 && triggeractivated othertriggername2 && ...
where othertriggername is the name of each of the triggers you want to add up to the module firing.
can i group without a script some objects to get the same random placement in radius?
Looking for a suggestion of a mod of a ship (US) that I could launch a UH-60 from?
@calm forge rhs united states? uss nimitz i think
you can attach the objects to one center object and have that placed randomly
Anything smaller? Like a frigate?
Why not use the vanilla ships?
Ok, so I'm trying to use the RKSL landing craft to load and unload vics from the LHD in the wet dock, but when I unload the game doesn't recognize the LHD as a suitable palce to unload it and the vic goes in the water. Is there something I can place for it to work correctly?
This happens with all landing craft
I'm assuming it's looking for terrain
Yeah it likely actively avoids putting unloaded objects anywhere near any kind of structure. Else it would do things like unloading vehicles into the walls of buildings
Welp. There goes that idea
You could use USS liberty or the in game aircraft carrier for sure
How does Establishing shot work ? i give it coordinates for the center taken with rightclick log Position to Clipboard but it spawns me in first person and only shows the effect and text but not the drone viev
ye i found that bu i tried to just use the feature under general
where?
not in vanilla, so maybe an editor mod?
General/Establishing Shot|| might be eden advanced i never used the editor without it ^^
but ye that menu
3den enhanced ye
guess i need to learn how to do the script then ๐