#arma3_editor

1 messages ยท Page 45 of 1

magic egret
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I want the troops to get in and the helicopter to fly to the way point and then drop them off

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But there the troops get in they all get out

magic egret
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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

tropic light
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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.

magic egret
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Ok

tropic light
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also do that in zeus not 3den

magic egret
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oh.

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How can I do it in 3den or I canโ€™t?

tropic light
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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.

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which means any deviation is gonna send the back markers wayyyyy off the road

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especially when the server AI doesn't run on 0.001s intervals, they can't reevaluate quick enough. Works for infantry, not for vehicles.

magic egret
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Oof,

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I just been doing eden to create my own missions and stuff

tropic light
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Personally haven't found a fool-proof way of doing it in 3den

magic egret
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In zues, can you go into a ai and do what ever?

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Zeus*

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And how I change eden to Zeus

tropic light
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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.

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3den is the tool you use to make the pbo, zeus is live-curator

magic egret
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Ah

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Ok

thorn wyvern
tropic light
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I play with my unit on zeus ops so I've never tried doing it without zeus

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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

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also wheeled vehicles works better on this end, tracked ones always go offroad when they detect anything (I think it includes audio from distance)

magic egret
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@plain gale i cant download ot

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it

thorn wyvern
magic egret
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@thorn wyvern it says error when I subscribe.

thorn wyvern
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Make sure the game is closed

magic egret
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K

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Still,

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Said problem

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Subscribing to it

thorn wyvern
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I see what you mean

magic egret
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Yeah,

thorn wyvern
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Seems to be happening with all the items on the steam workshop for me.

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Looks like it might be a Steam issue

plain gale
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Ah yes

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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" ๐Ÿ˜„

swift crystal
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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?

fading goblet
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you'll need to modify the config of the planes to have a tailhook

swift crystal
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so, how do i modify it? (sorry im really new to editing)

fading goblet
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you'll to make a mod for it to work, so no easy copy&paste in a mission

swift crystal
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ok

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thank you

nocturne oar
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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.

small patrol
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Use while loop

dim kindle
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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))

dim kindle
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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

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i'll take a look now

keen jolt
lime pond
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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, shouldnโ€™t I be able to configure within Eden editor before exporting as .pbo file?

prisma oyster
charred eagle
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if i use props from DLCs in the editor does it make that dlc a dependency?

prisma oyster
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no
using terrain, yes

charred eagle
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ok

prisma oyster
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(unless you use CDLC assets)

little lantern
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Whatโ€™s the difference in performance between Simple Object and disabling simulation?

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Afaik simple objects still have simulation but it is limited. Does this mean that disabling simulation would be better for performance?

thorn wyvern
fading lion
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Any know how to code shops

keen jolt
fading lion
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@keen jolt roleplay shops like cars truck,bike clothing hole lot need help with

keen jolt
fading lion
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So u know or no donโ€™t mind paying

dim kindle
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go to the correct section i dont think this is about the editor ๐Ÿ˜

lapis shore
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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 ?

little lantern
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Otherwise, you can use the enableFatigue scripting command to disable it for each player.

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You have probably already done this but ensure that ACE Fatigue is disabled.

lapis shore
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alright word , appreciate it

soft galleon
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is there any way to add long range radio from TFAR to civilian vehicle?

stone shoal
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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?

woven oak
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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.

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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

keen jolt
woven oak
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But if you're playing as any side other than BLUFOR, it becomes a big problem for the player.

keen jolt
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No

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It has nothing to do with BLUFOR/OPFOR

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non-player sides

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if you're OPFOR, the problem occurs for BLUFOR, for example

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you can remove all markers in difficulty settings

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and use your own custom ones

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if you want

woven oak
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Custom markers?

keen jolt
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Were you referring to the dots above group icons?
The ones that show the group size?

neon rock
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What would be a good loadout for Iran Embassy siege era SAS?

last aurora
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earl gray, a couple of cups, a water heater, some fish'n'chips or haggis

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oh, and black pudding

neon rock
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Not exactly what I was looking for but okay.

last aurora
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you're right. black pudding isn't for everyone. you can leave that out ๐Ÿ˜„

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bot 4real: set a time frame and look up the common SAS gear of that period

neon rock
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Yes but what Arma 3 Mods to get them?

last aurora
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it depends on what you are looking for. CUP has a strong british force, also 3CB.

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maybe not SAS, but you can patch them together with CUP mods.

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CFP adds a ton of additional factions and equipment to CUP

neon rock
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Im mainly looking for the Assault suit and Gas mask

last aurora
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assault suit?

fossil canopy
neon rock
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CBRN Gas suit

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that goes with a gas mask

fossil canopy
neon rock
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Alright, thanks

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Oof, Requires DLC

onyx aurora
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Is there any way to hide the box on the bottom of the AL-6 Pelican?

royal cargo
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How do I use the time acceleration module

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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?

prisma oyster
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(answer: 2nd option)

royal cargo
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okay, thanks

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Normally I would just try but I'm getting reeeeeeeee'd at for taking too long

prisma oyster
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Time speed ranges from 0.1 to 120 iirc

royal cargo
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ah oke

wanton patrol
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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

lusty rose
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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.

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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

prisma oyster
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I don't know for sure but I heard one should be reasonable regarding the hide modules in MP yes

lusty rose
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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

prisma oyster
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oh ok! thanks for the update

magic egret
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is there a halo mod out there?

prisma oyster
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yes, on the Steam Workshop ๐Ÿ˜‰

magic egret
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Lol, one more thing

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I want to remove the game buildings

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And bushes

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How I do that?

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I tried and says missing a ;

plain gale
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Tried how?

magic egret
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Here a pic

prisma oyster
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yes, you left the title in it ๐Ÿ˜„

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remove "Removing static buildings Eden Editor" ๐Ÿ™ƒ ๐Ÿ˜„

magic egret
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Oh

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Code for init.sqf:
_markername="marker_0"_terrainobjects=nearestTerrainObjects [(getMarkerPos _markername) [), (getmarkersize _markername)select 0];{hideObjectGlobal _x} foreach _terrainobjects;

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then whats this for

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?

prisma oyster
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wait, there are plenty of errors

magic egret
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How can I make a convoy hold? Do I go into move and set a time in there?

magic egret
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@plain gale idk

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Part of the thing from YouTube

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Didnโ€™t say anything about it tho

wanton patrol
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Does anyone knows how to remove NVGs, Binoculars, Map, Terminal, Communication, Navigation, Watch from the virtual arsenal

woven oak
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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.

woven oak
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Thanks.

hardy solstice
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Can anyone reccomend a tutorial for the wave defence mode or is there a better way of doing it?

plain gale
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Any idea why my stringtable.xml in mission root is not detected? diag_localize "" return only "global"

keen jolt
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like an extra </> , etc.

plain gale
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Could be. Too bad it doesn't throw and error

keen jolt
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but if I remove> from one of </key>s:

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Regex might help too (but since you don't know what you're looking for it'd be PITA)

plain gale
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I'll check that later. Thanks

verbal pine
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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

keen jolt
verbal pine
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i know the script, i just can't find the paa file

keen jolt
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I told you where to find some

verbal pine
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how about for example white van? it came with laws of war (orange) dlc i think

keen jolt
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@verbal pine
But the best way to find the correct PBO is using the config viewer in the game

verbal pine
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wow so many new things, why does it have to be so complicated...

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anyways that you for your time

radiant oyster
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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"?

plain gale
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@radiant oyster Nope

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As long as the code fits in there and you can work with that, just leave it there.

radiant oyster
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Okay thank you

boreal breach
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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.

small patrol
boreal breach
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yeah. you ever find a fix?

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funnily enough i had just watched your video

small patrol
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No

boreal breach
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damn

small patrol
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Since it's fairly Engine-side issue

boreal breach
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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?

small patrol
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You can make the mass light enough to be slingloaded, and re-set to default when it's not anymore

boreal breach
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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.

reef lintel
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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

ebon forge
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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?

fading goblet
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You can use a red square if you don't care about how it looks (will just be a completely red object).

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So a template will allow you make sure it still looks like a car

ebon forge
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Ah sweet cheers

dreamy raptor
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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

ebon forge
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Oh what? I had no idea you could do that

pliant umbra
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Dumb question but how do I load in terrians I got from the workshop? I'm very new at this

fading goblet
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Enable them in the launcher and start the game

pliant umbra
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thank you I thought they were already enabled but they weren't

harsh rune
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How do I rotate a gun prop to where itโ€™s leaning against a crate, or a knife is in someoneโ€™s chest and itโ€™s angled?

boreal breach
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@harsh rune Is the rotation tool not working for you?

harsh rune
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No sir

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I have eden editor up right now and itโ€™s enchanced mod too

broken inlet
urban wedge
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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...

fading goblet
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technically it's possible, but you most likely have to write a custom AI which can do that

harsh rune
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How do I do that? @broken inlet

broken inlet
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click on object > press space > grab and move the individual rings

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there's multiple widgets, cycle to the one with the 3 rings

harsh rune
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Ok

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How do I also make the AI that have dead animations, to stay still and not move?

broken inlet
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I recommend grabbing the mod 3den enhanced, that lets you set animations like that easily through their attribute menu

livid mantle
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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

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i looked it up on there forums and it didint help me at all and or the comunity thing

livid mantle
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i tried that in eden and it didint work im not sure what im doing wrong

prisma oyster
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how?

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(won't work on soldiers)

livid mantle
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hang on i gotta load my arma again cause it crashed ๐Ÿฅ–

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do i need to do anything else cause its not working

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i put the set object scale thing in the innit option and a number after it and its not working

hoary hamlet
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they have all the info you need on that link he sent i think

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@livid mantle

prisma oyster
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just setObjectScale 0.5 won't work

livid mantle
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what code

livid mantle
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i justs put setObjectScale 0.1

prisma oyster
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I am surprised it lets you validate that

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this setObjectScale 0.1 would be better (but not MP friendly)

livid mantle
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mk

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still not working thonk

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does it not work on mods or something

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cause i am using it on a mod

fading goblet
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Without the code you use it's impossible to say what you're doing wrong

livid mantle
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wdym code

prisma oyster
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what are you writing in the init box

sacred briar
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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?

long dune
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group unit addwaypoint [Helicopter, 1];```
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replace group1 with the group name and Helicopter with the helicopter name

prisma oyster
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waitUntil { sleep 1; not alive _myHelicopter };
_myGroup move getPosATL _myHelicopter;
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@sacred briar โ†‘

sacred briar
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thank you ๐Ÿ™‚

long dune
prisma oyster
sacred briar
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wouldnt it be !alive?

long dune
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ah i didn't spot that

prisma oyster
keen jolt
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it's always AGL for AI commands

sacred briar
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uh oh, ive started something havent i

prisma oyster
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again

sacred briar
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What do you mean again ๐Ÿ˜‚

keen jolt
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Not sure but I bet it is!

unique drift
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Hey guys, just wondering how to resize objects/vehicles (The new podiums are pretty cool lol)

prisma oyster
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I am going to use my moderator powers to mute Leo and win the debate :p

keen jolt
unique drift
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Thanks once again man!

sacred briar
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damn, Lou helpful

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Orrrr our problems are just really simple and we're all idiots ๐Ÿ˜„

prisma oyster
prisma oyster
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only stupid users ๐Ÿ˜

long dune
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Is there any way to check if the player has loaded a save?

sacred briar
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Correction, used to

sacred briar
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HorribleGoat bit my head off about it and ive changed my ways ๐Ÿ˜„

keen jolt
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@prisma oyster it was ATL notlikemeowcry

long dune
prisma oyster
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a CfgFunctions

prisma oyster
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(thanks for checking in-game)

keen jolt
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@prisma oyster wait it was AGL meowsweats๐Ÿคฃ

keen jolt
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I'm serious

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I'd typed it wrong ๐Ÿคฃ

prisma oyster
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*added to my paddlin' list

sacred briar
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Okay, thanks Lou. it works ๐Ÿ˜„

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I had to do a little DIY to make it work in the scenario but hey ho ๐Ÿ˜‚

sacred briar
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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

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Hopefully i can figure this out. Never used them before ๐Ÿ˜„

untold tinsel
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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

umbral flume
vestal perch
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@untold tinsel don't use mods that cause that or configure them better.

sage hinge
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might be worth picking some mods for editing tho, it makes life 10 times easier.

broken inlet
unreal zodiac
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Good afternoon, I have a problem about aircraft carrier respawn.

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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.

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tag me

fading goblet
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Set weather to calm and place respawn marker slightly above the deck

unreal zodiac
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solved

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The problem was that the aircraft carrier was off the map

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Thanks all the same ๐Ÿ™‚

neon rock
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Does anyone know why when I set the AI to Safe mode it still doesn't want to use roads?

long dune
#

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?

last aurora
long dune
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Alright

plush barn
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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

plain gale
plush barn
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Im not good at code at all nor can i make heads or tails wiki is saying

broken inlet
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isnt there a change time module or something like that too?

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not sure tho

plush barn
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There is

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But no "6 hours later" popup

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Just instant time change

broken inlet
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ah, blobdoggoshruggoogly

plush barn
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So ppl can see what spawns infront of emSad1

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It looks like..the example i might be able to put that in the INIT for it to overlay that?

broken inlet
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dont use init, use on activation

plush barn
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Oh right thats what i meant

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Ill try the example codeword for word on activation tomorrow..unless someone can tell me what exactly to write lol

dry vine
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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?

wind raptor
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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.

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@dry vine meowthis

dry vine
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alr bro im gonna try that rn thanks man

eager hull
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hey stupid question but how can I modify year or month so that I can see the moon to the north?

prisma oyster
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Ctrl+I

eager hull
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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?

dreamy raptor
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Whether the moon is due north or due south at its zenith, depends on which hemisphere of the earth you are in IIRC

eager hull
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I'm on malden so I guess southern?

dreamy raptor
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So it'll depend on terrain coordinates, not date

eager hull
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meaning there is no way to modify it I guess

verbal pine
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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?

last aurora
verbal pine
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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

last aurora
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that i can not answer either.
head over to any #server_XX channel according to your OS

wind raptor
icy apex
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Anyone know how I can stop my characters from spinning while in idle/frozen animation positions?

wind raptor
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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.

icy apex
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Ah okay, thank you! One more question since Iโ€™m quite new to this. Once I write the following into the init box

this switchmove โ€œanimationโ€;

Where will I enter the command to prevent the character from moving? Do I enter it beneath the first command?

uneven leaf
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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

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also all the waypoints are setup to start when the trigger is activated

wind raptor
wind raptor
dim kindle
#

yo

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im working with screenshots atm

dim kindle
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where do i enable depth of field

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because i have apparently disabled that

vestal perch
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how are you trying to take the screenshots?

dim kindle
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i fixed it

dim kindle
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my view distance is dumb rn idk why

vestal perch
#

did you check your video settings?

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and are you running mods that might force it to be something else?

uneven leaf
#

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"

wind raptor
#

@uneven leaf Don't think so.

humble osprey
#

@uneven leaf You can by using a DisableAI command ( I believe it was DisableAI โ€œSpeakโ€;, but youโ€™d have to fact check me). This will disable all call outs until you undo the command.

icy apex
#

Doesnโ€™t matter, Iโ€™ve got the command to work without error, but the characters are still moving

wind raptor
icy apex
#

๐Ÿ‘ thank you

#

Doesnโ€™t seem to be working

#

Do you mean to type in โ€˜disableAIโ€™ 3 times? Because Iโ€™m trying:

this switchmove โ€œanimationโ€; disableAI

But nothing is happening

#

Got it working! Just had to adjust some stuff in the special state area

ebon dock
#

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.

icy apex
#

Iโ€™ve run into another problem. When I try to place down characters and move them, they only move as if theyโ€™re snapping into place, and wonโ€™t move smoothly like they were a few minutes ago. Is there a reason anyone knows of for this to be happening?

prisma oyster
#

Edit > Grid I presume

icy apex
#

Ah okay! Thank you

uneven leaf
#

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

last aurora
#

your truck and cargo must be in separate groups

uneven leaf
#

wdym

#

do i use drop cargo module then

#

@last aurora

last aurora
#

no. your truck crew is a team, and your passengers are another team

uneven leaf
#

yes

#

i have that

last aurora
#

both need different waypoints

uneven leaf
#

how do i do that

#

do i just set waypoints on top of the truck waypoints

last aurora
#

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

#

?

uneven leaf
#

can you send a gif

#

on how to do it

#

or video

#

@last aurora

#

or not

last aurora
#

patience

uneven leaf
#

ok

uneven leaf
last aurora
#

demo mission

uneven leaf
#

how do i load it in?

last aurora
#
  • 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
uneven leaf
#

there is no missions folder....

#

nvm

#

its in arma 3-other profiles

#

how do i make the ai get in the truck?

last aurora
quaint star
#

there should be a "mount" module/trigger

last aurora
#

or open the init field of the teamleader and see for yourself

uneven leaf
#

thanks

#

can i keep the triggers i have?

#

like the truck only moves once the player gets in

last aurora
#

whatever you want

uneven leaf
#

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

prisma oyster
#

@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)

hollow gorge
#

Where do I put the load? On the units?

prisma oyster
#

on the ground, same for the get in - the group will get in the closest vehicle

hollow gorge
#

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?

prisma oyster
#

when I say "synchronise", it's right-click on the waypoint and sync to the other so one cannot complete without the other

hollow gorge
#

There is no sync

prisma oyster
#

no "Sync To"?

#

Connect* then

hollow gorge
#

Ok

#

I have set waypoint activation

#

Is that good?

prisma oyster
#

I don't know?

spice parcel
#

how can i set a trigger to activate a waypoint when a HVT is captive ?

prisma oyster
#

Condition: captive MyHVT

spice parcel
#

this captive is vanilla or ace captive ?

prisma oyster
#

at least vanilla, idk ACE

spice parcel
#

okok

hollow gorge
#

Oof

spice parcel
#

captive form vanilla is the hands up ?

#

sorry for my bad english, im brazilian :3

hollow gorge
#

Brazil does not exist my friend

prisma oyster
hollow gorge
#

Set waypoint activation doesn't work

#

There is no sunc

#

Sync

spice parcel
hollow gorge
#

Why does it not wooooork

#

What do I have to do?

plain gale
#

just sync a trigger to the waypoint

final vessel
#

how do i tell the npc where to go and what to do

#

npcs

plain gale
#

With waypoints

final vessel
#

ok

reef lintel
#

control + rightclick makes a waypoint for the selected unit

dim kindle
#

if anybody is half decent at making scenarios ping me here id really appreciate it

broken inlet
#

If you have a question I reocmmend just asking it @dim kindle

dim kindle
#

how do make it so if a certain character leaves a certain proximity the game ends/ wins

broken inlet
#

using a trigger

reef lintel
#

you place a trigger, select "present" and player, and synch that to a game winning module

dim kindle
#

how do i write something on the map players can see?

steel oak
#

Use a marker and then you can fill in a text box.

dim kindle
#

@steel oak @reef lintel ty

celest oxide
#

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 thatโ€™s what they respawn with

last aurora
#

custom respawn template

celest oxide
#

How do dat

last aurora
celest oxide
#

Thx

dim kindle
#

good evening i'm an editor, and i do good months for other people. look forward to every answer
Greetings JUlyano

cosmic ocean
#

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.

broken inlet
sacred briar
#

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)

prisma oyster
sacred briar
#

I believe the ships work differently though, because the show/hide feature doesnt work on them. I will try it though ๐Ÿ™‚

sacred briar
#

so in one part of the mission, its fine, and then a torpedo strikes it and it becomes capsized

prisma oyster
#

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!)

sacred briar
#

I wasnt aware of that, i assumed they were one big model - although i suppose that explains the falling through the ground haha.

prisma oyster
sacred briar
#

so to rotate it by 90 degrees in the z axis it would be _obj setVectorUp [0,0,0.5];?

prisma oyster
#

That's playing with cos and sin, but I am unfortunately off for the night ^^

sacred briar
#

Alright, thank you for the help. Goodnight! ๐Ÿ‘‹

prisma oyster
#

Thanks!

harsh cedar
#

Anyone know how to Change the time so when you play the scenario it will be like nighttime?

sacred briar
sacred briar
#

๐Ÿ˜„

harsh cedar
#

Just got Arma 3 2 days ago.

#

so, i'm working out the editor.

sacred briar
#

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

harsh cedar
#

I'm working on a Night Infil Mission.

#

I understand the controls, so i'm hooked on that

sacred briar
#

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

harsh cedar
#

Alrighty sounds great!

sacred briar
#

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 ๐Ÿ˜‚ - my DM's are open ๐Ÿ™‚

harsh cedar
#

Cool-io

elder hare
#

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 ?

uneven leaf
#

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

valid sparrow
#

control + rightclick makes a waypoint for the selected unit not working .....

reef lintel
elder hare
#

How do I do that. Is there a YT vvideo or something like that

reef lintel
#

:)

dim kindle
#

my uav operator wont connect to my uav even though theyre on the same side, NATO

dim kindle
#

@plain gale what exactly do i put in the init though?

keen jolt
#

What's a KI?!

prisma oyster
#

(I suspect inverted kinematics)

keen jolt
#

IK meowsweats

broken inlet
#

or the german for AI

prisma oyster
broken inlet
#

Kรผnstliche Intelligenz

prisma oyster
broken inlet
keen jolt
#

!purgeban

prisma oyster
#

I am literally laughing out loud in front of my screen ๐Ÿ˜‚

broken inlet
sacred briar
plain gale
#

@prisma oyster !purgeban for trolling

sacred briar
#

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 ๐Ÿ˜„

#

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

elder hare
#

Thank you very much

keen jolt
#

Probably network desync or something

#

Are they on the server?

#

What is your server fps?

uneven leaf
#

like in apex

plain gale
#

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

uneven leaf
#

can i not use the voices from the campaigns?

plain gale
#

You can.

uneven leaf
#

ok

#

but

prisma oyster
#

"where are they listed?"
in Eden Enhanced ๐Ÿ˜Ž

plain gale
#

๐Ÿ˜„

uneven leaf
#

does it have to be the campaign voicelines or can i only use thier voice and just specify what they say

uneven leaf
plain gale
#

The lines are fixed

#

They are audiofiles

uneven leaf
#

sad

plain gale
#

Well you can use the Windows voice thing ๐Ÿคฃ

prisma oyster
plain gale
#

Didn't expect you to

keen jolt
#

bikb

prisma oyster
#

the Conversations system linked above, but that is quite advanced yeah

uneven leaf
#

although its advanced i really wana make a mission thats immersive not some boring mission thats pulled together in 10 minutes

sacred briar
#

can anyone explain why triggers dont work on the first try sometimes?

plain gale
#

@sacred briar No, because they do if set up correclty

sacred briar
#

Yeah but its literally JUST any player present and its like a 50/50 that it works

plain gale
broken inlet
sacred briar
#

its not even that im scripting or anything, it just connects to a show/hide

keen jolt
#

Because of the height

sacred briar
#

But arent the players only 1.8m tall?

keen jolt
#

The waves move the ship

#

the trigger doesn't moves with the waves

broken inlet
keen jolt
#

also all that matters is the player's "feet"

keen jolt
sacred briar
#

Hmm, didnt know that ๐Ÿ˜„

broken inlet
#

I cant remember ever seeing the aircraft carrier pitch/roll because of waves though

sacred briar
#

and okay, ill extend it down in that case though

plain gale
#

and the waves are the zero reference for the trigger

keen jolt
#

then maybe the trigger moves ๐Ÿ˜›

broken inlet
#

aah so the trigger is sorta moving, yee

sacred briar
#

Okay, thank you guys ๐Ÿ˜„

dim kindle
#

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

keen jolt
dim kindle
#

What if i already asked them about it and they said yes?

#

If i do something wrong they freely can report me and stuff

keen jolt
dim kindle
#

The problem is i dont know how to do that

#

I asked permission even tho i dont know how to do that

last aurora
#

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

keen jolt
#

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

dim kindle
#

Im just feeling stupid for asking a permission to do the thing that i cant do

last aurora
#

What mod is it anyway?

last aurora
#

@dim kindle

dim kindle
#

Ww1 mod

#

The first one when you search "ww1 mod arma 3"

wicked apex
#

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.

ocean topaz
#

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?

broken inlet
#

you should be able to open its attributes and lock it @ocean topaz

ocean topaz
#

lock it in attributes? Sorry I'm kinda noob in eden

#

I can open orca's attributes

plain gale
#

Just double click on it

ocean topaz
#

I mean I can't lock it with guided missile

#

in-game

plain gale
#

What does that have to with the editor?

restive stirrup
#

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.

plain gale
restive stirrup
#

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!

plain gale
#

Because these tags are all messed up and missused by many

reef lintel
#

Can you explain what you want to do

dim kindle
#

This mode is fun

dim kindle
#

Aight, can i download only part of a mod thru steam?

last aurora
#

no

dim kindle
#

where do i set the settings for spectating? like if i only want players to spectate teammates first person

prisma oyster
#

@south nexus

buoyant plover
#

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.

keen jolt
#

If you mean their className, it's typeOf

buoyant plover
#

excuse me for the silly question, but where do you run that script?

#

im kind of new on this stuff

keen jolt
#

I don't even know what you wanna do

#

So maybe you could explain in more detail

buoyant plover
#

sorry

broken inlet
#

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

buoyant plover
buoyant plover
broken inlet
#

ConfusedDog the prop should have a classname

buoyant plover
#

oh

broken inlet
#

otherwise I either dont know something fundamental about arma, or you've just found a black hole of objects heh

buoyant plover
#

lmao

#

i hope not

keen jolt
buoyant plover
#

a blackout script

keen jolt
#

So you want to kill the lights?

buoyant plover
#

basically

#

and I need to know the object's name for that

broken inlet
#

ye then what i said should work

keen jolt
# buoyant plover and I need to know the object's name for that

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 notlikemeow

buoyant plover
keen jolt
#

as for how to get the class names, just run the command typeOf cursorObject in debug console while looking at the light posts

keen jolt
buoyant plover
#

okay, thanks a lot

keen jolt
#

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.)

buoyant plover
#

nono, i was referring to the class defined objects. Thanks

buoyant plover
keen jolt
#

then your objects probably have no class name

#

did you also try cursorObject to make sure you're pointing at them correctly?

buoyant plover
#

It returns a null value

#

<NULL-object>

keen jolt
#

then you're not pointing at your objects correctly

buoyant plover
#

hmm

#

So for pointing at an object I spawned as a character in my scenario. In your case how would you do it?

prisma oyster
#

pointing as in "pointing with your rifle", not "selected in Eden" otherwise it is another command ๐Ÿ˜‰

#

see get3DENSelected on the wiki

prisma oyster
#
// in Eden
private _object = (get3DENSelected "") select 0;

// in game
private _object = cursorObject;
buoyant plover
keen jolt
#

only those you made

buoyant plover
#

i tried this on another object and it worked as intended

keen jolt
#

then just look around

#

@buoyant plover also, your question is not related to this channel anymore. it's #arma3_scripting

buoyant plover
#

my bad

#

on it

keen jolt
#

it's ok. just continue the discussion there

buoyant plover
#

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

dim kindle
#

can anyone tell me where to put addCuratorEditableObjects so i can make zues use editor stuff

wind raptor
#

Either initServer.sqf or in the init fields, but then with if (isServer).

dim kindle
#

what?

wind raptor
#

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.

dim kindle
#

@wind raptor what if im hosting on upnp

#

ill just use it in the stuff i want the zues to use thanks

dull igloo
#

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?

wind raptor
dim kindle
#

@wind raptor wheres initserver sqf?

wind raptor
#

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.

signal oyster
#

How would I go about disabling map markers in certain channels without disabling the ability to talk/type in the channels?

supple holly
signal oyster
#

Would I do this in init.sqf?

dreamy solstice
#

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

#

๐Ÿ‘

#

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:(;)

celest oxide
#

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

hardy wigeon
#

@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?

dim kindle
#

how do i make a laptop skip 6 hours?

broken inlet
#

with a combination of of addaction and skiptime

dim kindle
#

im really stupid can you guide me through it like im a 6 year old?

hardy wigeon
#

laptopName/this addAction ["Text That Appears", {skiptime 6}];

dim kindle
#

@hardy wigeon i put both laptop names in and i got errors and it wont work

hardy wigeon
#

The trouble with conveying code ๐Ÿ˜›

dim kindle
#

lmao

hardy wigeon
#

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.

dim kindle
#

alright thanks it works!

dim kindle
#

@hardy wigeon how do i make a trigger end the game? like the normal way not the boring trigger way

hardy wigeon
#

But that's getting into description.ext editing. Which I'm a big fan of ._.

dim kindle
#

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

hardy wigeon
#

The trigger should have the function to end a mission.

#

Type: End #1, etc

dim kindle
#

yeah but it just skips straight to debrief instead of fading away with music

hardy wigeon
#

Ah. Yeah.

dim kindle
#

"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?

hardy wigeon
#

No, to personalize it you'll have to edit the Description.ext file

dim kindle
#

ok that involves going into description txt nvm

hardy wigeon
#

it's not THAT scary xD

dim kindle
#

so i go the folder and add a txt file right?

broken inlet
#

create a new text file and then rename it to description.ext

#

note that you have to change the file identifier

dim kindle
#

i have no idea what you just said

broken inlet
#

make sure that you change .txt at the end of the file you create to a .ext @dim kindle

dim kindle
#

oh yeah i know that

broken inlet
#

note that windows has those hidden by default

dim kindle
#

it worked haha

#

thanks guys

sinful zenith
#

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?

dim kindle
#

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?

dim kindle
#

can i use that to make everything in the mission editable?

broken inlet
dim kindle
#

i already am

broken inlet
#

then you should be able to activate that in the attributes iirc

#

general attributes

dim kindle
#

ah found it thanks

#

damn i really finished my scenario

broken inlet
#

bingyay congratulations @dim kindle

sinful zenith
#

Because will be very useful for setObjectScale as its currently pretty hard to use in editor as 3DEN doesn't support it

plain gale
#

Not really that good

sinful zenith
#

way better as what we have now atleast

plain gale
#

Let me try something else

broken inlet
#

bingyay R3vo the magic man

prisma oyster
#

woohooo!

plain gale
#

Was actually very easy, but the description of the Eden EH on the biki was wrong ๐Ÿ˜„

broken inlet
#

Lou: EYES

plain gale
#

Fixed already

#

So what am I supposed to do with that now? ๐Ÿ˜„

prisma oyster
#

can you also make it so that the scaling option makes it grow to 10-20-30% of the original size? ๐Ÿ˜„

plain gale
#

Probably yes

prisma oyster
#

hey, don't turn my joke into a feature!!1!

plain gale
#

Well, scaling doesn't work

#

But I can use the area scaling grid thingy and work something out

broken inlet
#

oh that one with the squares on the end for objects thats useless at the moment? (afaik)

prisma oyster
#

I admit, being able to use the area resizing tool for object resizing would be cool

plain gale
broken inlet
#

Yee I know its good for those

#

just sorta useless for objects ameowderpy

plain gale
#

Well, you know who to ping for that ๐Ÿ˜‰

prisma oyster
#

@plain gale

#

โ€ฆnah?

plain gale
#

...

#

I also need to fix the Zoffset issue

#

Funny things is, the Eden "box" around the object is aware of the scaling

prisma oyster
#

I believe it uses boundingBoxReal

plain gale
#

Shall I really trust boundingBoxReal ๐Ÿ˜„

broken inlet
#

can you trust any bounding box in arma heh ?

plain gale
#

Exactly my thought

broken inlet
#

my favorite bounding box oddity under the vanilla objets is still the data terminal, which (iirc) has something like a 4mx4mx7m bounding box

sinful zenith
sinful zenith
broken inlet
#

Yee I know that

sinful zenith
#

sorry I'm reading slowly

broken inlet
plain gale
sinful zenith
#

๐Ÿ™ƒ

#

well you can detect in 3den enhanced whether a object is simple? no?

#

maybe force it to turn into simple obj?

plain gale
dim kindle
#

so im having a problem iwth respawning ai ๐Ÿ˜ i did manage to get a single guy to respawn on the spot but i cant seem to make respawn on the marker work

broken inlet
#

is the variable name of your marker correct?

dim kindle
#

i did add a marker name it respawn_east_1

#

i think that would be fine no ?

broken inlet
#

try just respawn_east

dim kindle
#

ok

broken inlet
#

and make sure that that is the variable name and not the text

dim kindle
#

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

broken inlet
#

variable name is the important one

dim kindle
#

maybe thats a problem ?

broken inlet
#

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)

dim kindle
#

its on nearest ๐Ÿ™‚ 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 ๐Ÿ˜

#

somehow did not save my set

#

ye works now ๐Ÿ™‚

#

Something else they will retain the waypoints from before right ?considering they are still in the same squad

broken inlet
#

If they join up with the earlier squad the squad should retain its waypoints

#

the unit itself however will not afaik

dim kindle
#

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

broken inlet
#
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 };
    };
};
dim kindle
#

okiee ty

broken inlet
#

should work I think

dim kindle
#

@broken inlet can i have more than one loser endings?

broken inlet
#

you can have more ending as long as the name is different

#

although I dont know how to make it use multiple endings

dim kindle
#

@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

broken inlet
#

Not sure about that right now, sorry

hardy wigeon
dim kindle
#

cant i just put more than one name after the !alive thing

hardy wigeon
#

Nope

dim kindle
#

there has to be an easier way than linking up a ton of triggers

hardy wigeon
#

!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

dim kindle
#

can i put a squads name in?

hardy wigeon
#

The group name will only reference the group, not the units in the group

dim kindle
#

yeah

#

so if everyone in the group dies will it trigger?

hardy wigeon
#

Yup, just checked.

#
``` will return true when they are all dead. JUST KIDDING IM A HACK
dim kindle
#

nice

#

trying it now

prisma oyster
#
units group theLeader findIf { alive _x } == -1
prisma oyster
hardy wigeon
#

Oh :x

#

Damned if he isn't right.

dim kindle
#

i still dont know what to put in the conditions lmao

#

_x is the groups variable name right?

#

everything stays the same?

hardy wigeon
#

_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

dim kindle
#

its a group of players

hardy wigeon
#

just put as Lou wrote in the condition slot, and replace theLeader with the group leader's variable name.

dim kindle
#

ok ok

hardy wigeon
dim kindle
#

yup it worked

hardy wigeon
#

Nevermind me I'll be over here yelling at my ducky

dim kindle
#

nice

prisma oyster
#

listOfUnits findIf { condition } == -1 means "if none of them has condition"

hardy wigeon
#

Ahhhh poop now I need to dig through my projects and see if that's causing me some unexpected headaches somewhere T_T

prisma oyster
#

ah, mayhaps!

dim kindle
#

wait wait wait

#

it doesnt work

#

it only triggers when the leader is dead not the group

#

ooooof

#

@prisma oyster @hardy wigeon

prisma oyster
#

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")

dim kindle
#

oh

prisma oyster
#

units theGroupName should do ๐Ÿ˜‰

dim kindle
#

Error type group expected object ;/

hardy wigeon
#

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

dim kindle
#

okay im doing lous thing

hardy wigeon
#

... I really should get used to tagging my posts for legibility, but then I'd betray my crappy handwriting.

dim kindle
#

units theGroupName RESCUE findIf { alive _x } == -1

#

where do i put the ;

#

earlier i just used group

hardy wigeon
#

Is the group name RESCUE?

dim kindle
#

yeah

hardy wigeon
#

remove theGroupName

#

units RESCUE

dim kindle
#

okay trying it

#

@hardy wigeon how do you do that box for code

hardy wigeon
#

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

prisma oyster
#

```sqf
```

#

```sqf
/* your code */
hint "good!";
```
โ†“

/* your code */
hint "good!";
hardy wigeon
#

Ah, see, I checked the pinned messages here ๐Ÿ˜›

prisma oyster
hardy wigeon
#

Shame, shame, shame ๐Ÿ””

hardy wigeon
#

Thank you ๐Ÿ˜›

plain gale
#

You're welcome ๐Ÿ˜‰

hardy wigeon
#

Anyways, Hawky, how'd it turn out?

dim kindle
#

the scenario?

prisma oyster
#

my reward for being nice :< muh!

dim kindle
#

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

hardy wigeon
#

Settings, Multiplayer, Respawn has some stuff on spectating when dead... though I dunno about other uses :x

broken inlet
#

you can put down virtual spectator thingies

dim kindle
#

how?

dreamy solstice
#

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

dreamy solstice
#

I know they only equip the re breather under water however I also want them to equip the goggles underwater

#

I saw this

prisma oyster
#

you have to give them diving goggles, and maybe disable facewear randomisation as well

dreamy solstice
keen jolt
#

(or readd them manually)

prisma oyster
sinful zenith
#

its in profiling afaik

keen jolt
#

Then I guess you have to readd them for now

dreamy solstice
#

Nevermind, I got it

#

I had the wrong vest equipped

#

I appreciate the help

prisma oyster
#

anytime!

celest oxide
#

@keen jolt how does that description.ext work, cuz Iโ€™m trying to get it to where when u respawn that itโ€™s the loadout that I made

#

And I read thatโ€™s how u do it, but I dunno where it is or what to do with it

celest oxide
#

So

#

I enter those codes on like a system thing

#

?

hardy wigeon
# celest oxide ?

Look into init.sqf, or initserver.sqf. You're entering the world of actual coding there.

dim kindle
#

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 ?

celest oxide
#

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

hardy wigeon
hardy solstice
#

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

broken inlet
#

count all the players where the side is xyz?

hardy wigeon
celest oxide
#

Itโ€™s markers

#

Like 50 of them randomly around the map

#

@hardy wigeon do I copy paste it in the variable thing or what?

hardy wigeon
dim kindle
#

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

prisma oyster
#

defense group, waypoint on their position synchronised to the trigger, and another one to the destination

dim kindle
#

does that work for multiple locations ?

prisma oyster
#

one group for all or one group per location?

dim kindle
#

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 ๐Ÿ™‚

calm forge
#

Can someone please tell me how I can add a composition I download through Steam to my mission?

keen jolt
calm forge
#

@keen jolt thanks moved to scripting

keen jolt
#

did you try that?

calm forge
#

yes, it doesn't appear there for some reason

#

none of the ones I download seem to appear

#

downloaded through Steam

keen jolt
#

Maybe they have to be loaded thru launcher? I've never used compositions so idk

dim kindle
#

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

dim kindle
#

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

plain gale
#

@dim kindle That's 3den Enhanced, and yes, if can die is ticket the unit can die.

#

Should probably rename that

dim kindle
plain gale
#

I will make it clearer on next update

ebon forge
#

Is there a way to change the order in which callsigns appear on the role select screen? My Charlie platoon is coming before Bravo

dim kindle
#

New Question if i sync multiple triggers to one module can i make it that all the triggers need to be active

hardy wigeon
rotund comet
#

can i group without a script some objects to get the same random placement in radius?

calm forge
#

Looking for a suggestion of a mod of a ship (US) that I could launch a UH-60 from?

dim kindle
#

@calm forge rhs united states? uss nimitz i think

reef lintel
calm forge
broken inlet
crystal fiber
#

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

dreamy raptor
#

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

crystal fiber
#

Welp. There goes that idea

dim kindle
dim kindle
#

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

dim kindle
#

ye i found that bu i tried to just use the feature under general

prisma oyster
#

not in vanilla, so maybe an editor mod?

dim kindle
#

General/Establishing Shot|| might be eden advanced i never used the editor without it ^^

#

but ye that menu

broken inlet
#

3den enhanced ye

dim kindle
#

guess i need to learn how to do the script then ๐Ÿ™‚