#arma3_editor
1 messages Β· Page 46 of 1
ye thats what i have but it kinda just starts in first person but does the cam overlay and text
how did you get the position? @dim kindle
i rghtclicked log Position to Clipboard
nothing that i feel like would have a influence i only have CUP a couple maps,Arsenal Search, A3 Termal Improvment (better Termal vision) and improved granades
last update 24.02.21
okay
not sure where i would find the number ^^
Guess it's a mod conflict.
Can you send me links to the mods via dm so I can investigate?
There are buttons on the top of your screen where u adjust what u adjust
It should be up by the rotation widget
Hello im new here and im wanting to learn how to use the editor properly and create my own missions and or campaigns can you point me in the right direction ?
<----total noob here !
But the right attitude to learn
Actually a vague question will get a vague answer. The best bet is to do the tutorial in Eden Editor
Guys
Why isn't the hummingbird landing where I don't want it to be
Just lands on a helicopter pad
place an invisible heli pad where it's supposed to land
The unload thingy?
no. it's a placeable object.
put it down and place your desiged waypoint on top of it
π
is there anyway to make a way point be delayed? I have this character drive up to a point, and get out, but i dont want him to immediately get out when he reaches the way point. Instead wait for like 2-3 seconds and then get out. Ive tried triggers and way point timers. Non work.
Make separate waypoints for drive to and get out?
already done. I've tried a hole variation of different waypoint combinations, as it sits now it still doesnt not work.
@steep hull
Place two waypoints next one another
first one MOVE: Timout 15 / 15 / 15
the 2nd one is your GET OUT
works fine here
this addAction ["Skip 3 Hours", {skiptime 3}];
how do i make this command run server side
with remoteExec
this addAction ["Skip 3 Hours", { 3 remoteExec ["skipTime"]; }];```
Will change the time immediately for all players including server
Just make sure that it can't be spammed since skipTime is quite heavy on performance. Some troll could crash you scenario
Yes
so how do i make a ai a simple object?
well yeah but i wanna change a soldiers size or whatever
simple units don't have heads
thats not the important point here leopard
well im trying to figure out how to make a soldier a simple object so i can change said soldiers size
you still have two options:
- create them as vehicles and change their size every frame
- attach them to some helper object and resize them then
@livid mantle you can turn things into simple objects through the attributes -> special states, I'm not sure if thats possible with units though
as an alternative you can attach them to an object as leopard says
mk
thanks
but how would i attach them?
like just place a object and sync it?
orrr
using the attachTo command
mk
or bis fnc attachToRel or whatever its called to make it nicer
is there a simple way to limit the playable are on a map ?so AI does respect it as well
I think there's modules for that, cant remember them right now tho
or it might have been a script
i will look around π
how long do ai consider themselfes in combat after a respawn ?
2 minutes max i believe. not sure
but if you got dynamic sim they are frozen after you respawn
How can I make an AI unit spawn if another AI unit did not spawn? I wanted to set up some units to spawn in one of two (or more) specific spots, but only one of them, and at random.
if (random 1 < 0.5) then {
spawn at 1} else { spawn at 2}
?
or is it dependend on the unit itsel
I don't know how to use that code, I'm pretty new to the editor
I tried using the Presence attribute
but I can't get unit B to realize whether or not unit A spawned
either they both spawn every time or B never spawns
ye my problem was that part of a ai squad died and then moved at a slow combat pace until they had reformed the squad
I tried using !alive <unit A> on unit B's presence condition but that resulted in unit B never spawning ever
whether or not A had spawned
isNil "Unit_A_Variable_Name" might work, try with that.
I'll try
https://community.bistudio.com/wiki/isNil
Make sure to use isNil correctly, it's different from commands such as alive and isNull.
that gave me an error
What exactly did you write?
isNil <var name of unit A>
var name of unit A has to be in quotes, is it?
It does? I wasn't aware
I didn't notice on your code snippet
I'll try again, ty
no error, but it's not working, once again
A didn't spawn but neither did B
I have A at 0% presence chance to test if B will spawn, and it doesn't
Just tested it myself and it worked.
Unit 1: Variable Name = "UnitA", Probability of Presence: 50%, Condition of Presence: true
Unit 2: Variable Name = "UnitB", Probability of Presence: 100%, Condition of Presence: isNil "UnitA"
If UnitA spawns, UnitB doesn't spawn and if UnitA doesn't spawn, UnitB spawns.
I'll try once again
yeah, it's just not working on my end
is UnitA the name of group or of a member of it?
I was trying it on the groups
UnitB needs 100% Probability of Presence else it doesn't spawn in 100% of cases when UnitA doesn't exist.
I was using single units, I'll have a look at groups.
yeah I think the issue is i'm using groups, and yes, B has 100% chance
Oh god it's disgusting with groups
why 
I have an idea
I can make the Squad Lead of A a variable
and then have all the men of B individually have isNil "UnitASquadLead"
GroupA: Probability 50%, Condition: true
GroupB: Probability 100%, Condition: count units GroupA == 0
Works, but it's disgusting. The Probability of 50% applies to each member of GroupA individually, so we can end up with no member of GroupA spawning (then GroupB spawns; because the Probability for GroupB is 100%, every member will always spawn when GroupB spawns) or just some member(s) of GroupA spawning (then GroupB doesn't spawn). 
if (groupA exists) then {
{deletevehicle _x} foreach units this;
}?
spawn both, kill one.
wait so the spawn chance of a group is rolled individually for each member?
Probably the easiest approach if you don't want to spawn them by script altogether.
I'm very new to the editor, not sure if I can use scripts yet
I'll probably make a bigger mess doing that
that i would like to know as well. i thought you could have 100% every unit and then do 50% on the group, but the last time i tested it, it went 50% individual, super annoying
i really dont need 50 groups with a single dude in them
yeah, not getting that to work either
A doesn't spawn, neither does B
I don't understand this tbh
Yes; set the Probability for the group and then inspect the Probability of each member.
Note how it says "Edit: Composition, X Objects" in the top bar then you edit group properties.
Only the Composition: Init and Composition: State attributes are actually group properties, you can see that the other things, including Presence, are all Object: Type / Init / ..., not Composition: Type / Init / ....
@high stream Try something like this tomorrow:
Probability 100% and Condition true for both groups. Then place this code in the Composition: Init of one of the groups (not both!):
if (isServer) then {
{
deleteVehicle _x;
} forEach (units selectRandom [GroupA, GroupB]);
};
```The result should be that all members of both groups are spawned, then one of the groups is randomly selected and all of its members are deleted. Should happen so fast that you don't notice it.
does anyone know how i use the old man radio module?
How do I make npcs which permanently stays on my entities list?
I just wanna make national guards with gas masks
@wicked apex Do you mean the list on the right side where you can select all the placeable objects and units from?
Yes
There is a compositions tab on the right side, so you could customise your unit, select it and save it as a composition, then you can access it from the compositions tab (not sure if compositions save the custom loadouts, but they should).
The other option would be making a mod to properly add your custom unit to the entities list.
How do I make a npc mod thought
That I don't know; if you already know some programming you could have a look at how the big mods such as RHS, 3CB and CUP do it.
Maybe there is some documentation online, I don't know, modding is a black box for me as I've never tried it.
There are certainly people on this Discord who could help you out, but I'm not sure which channel would be the one to ask in. Maybe #arma3_config.
does anyone know how i use the old man radio module, i want a radio playing the radio station
can anyone explain what probability of presence actually does?
help, i am confused. i do this: if (triggerActiveted t) then; true :but then it comes up with an error: condition of presence: Invalid number in expression
triggerActivated t is enough, it already returns true or false after all.
When the game spawns all the Editor-placed units in the beginning of the mission, it looks at the Probability of Presence of each unit and "rolls a dice" based on the given Probability of Presence to determine whether or not it actually spawns the unit.
Okay, thanks π
No, you don't need the if at all. Just use triggerActivated t as your condition. Consider this:
if (triggerActivated t) then { true } else { false };
```Look at the logic of that code:
If `triggerActivated t` returns `true`, we enter the `then`-block and return `true`.
If `triggerActivated t` returns `false`, we enter the `else`-block and return `false`.
Notice something? Our if-statement always returns the same value that `triggerActivated t` returned. Hence, we can just use `triggerActivated t` alone because the if-statement doesn't add anything new.
However, I doubt that your trigger will already be activated when the game starts because nobody has had time to activate it yet when the game determines whether or not it spawns the units.
ok that is very helpful thanks
i don't think it worked maby i can stream it and you can see for your self
@wind raptor ^^
However, I doubt that your trigger will already be activated when the game starts because nobody has had time to activate it yet when the game determines whether or not it spawns the units.
i know
triggerActivated t is most likely always false at the point in time when the Condition of Presence is evaluated (when the mission starts or even slightly earlier).
Meaning your unit(s) will never spawn because the condition for that is never true.
still confused. what you say make 100% scene, but i still don't know how to put it in to the code. i am i the creativity lounge if you want to talk i think it would be easier
I'm playing ranked right now π
ok, i can wait. have fun with your match
execVM "breifing.sqf"; i have this in the activation field for a trigger but it wont accept it
0 = execVM "breifing.sqf"```
also there is a typo in your file name, not sure if intended
you dont need a handle var for execVM afaik
if the trigger will not accept your code when you try to click "ok", then you have a syntax error, and it shows you what the error is.
yeah i figured it out somthing= []execVM "script.sqf"; workls
im like 98% sure you can do just:
[] execVM "script.sqf";
nope wouldnt take it for some reason i thought so too it kept saying 'type script expected nothing'
okay interesting. ill note that.
bc you dont need the handle when using it in a script.
also found several buggy animations tonight
animations are a path to the dark side of arma
very complicated and zero quality of life functions
i recommend to check out a bunch of simple scripts scattered around the web that make units do animations, like chilling or repairing a car.
they shed some light on the hellscape of working with animations
ehh i managed to adhoc a ingame breifing now i just have to animate the map markers
hmmm would, if ( count list _trigger <4) then ( some other script here );work
or would it be if (count list _trigger =<4) then { _x switchMove "animation";} for each list _trigger;
hey uhh when i use eden editor and i make a respawn and i die the respawn menu dosent show up and it dosent let me respawn is there a way to change this?
and yes i have respawns enabled
respawns dont work in the editor export mission to test also pretty sure only mp missions will allow re spawns @livid mantle
Hey im just looking for a practice area for flying planes. Looking for some kind of help with mid-air resupply. Ive tried setAmmo and setAmmoOnPylon, setAmmo works, but i cant find the pylons of this modded plane, kinda need the pylons when im practising how to use bombs π
mk
@sacred briar check the config
Will do π
i am using 3den editer briefing animation and a trigger for when player near ai squad leader, the AI squad will move when trigger activated but i figuerd out the animation fucks it up, how can the animation stop with trigger so they can move?
@dense skiff Give the unit a variable name e.g. soldier_1
in the trigger add sqf soldier_1 call ENH_fnc_ambientAnimations_exit;
on activation
thx
you might need to add sqf soldier_1 setVariable ['ENH_ambientAnimations_exit', false]; before the function call
so
soldier_1 setVariable ['ENH_ambientAnimations_exit', false];
soldier_1 call ENH_fnc_ambientAnimations_exit;```
Does anyone know how to turn the vehicle damage off so i can fly without dyeing hitting the ground if so tag me and tell me how!
What is the difference between player and playable?
Right click on the vehicle, go to Attributes, under Special States uncheck Enable Damage
player is the unit you control.
you can switch to another playable unit during the mission, which becomes the new player
so player is me?
yes
i see
If you're not controlling a playable unit, they're controlled by AI
disable the AI in mission settings (I think "Multiplayer settings" or something)
now that you mentioned it, playable units can also be other players in an MP match
i have another question, how do you make a trigger that when activated makes every ai in the unit follow the player and the player cant control the ai, the player is not the squad leader
ok thanks
needs #arma3_scripting
dam
you can ask in #arma3_scripting for help
Thanks leopard i'll send you a clip tomorrow of what it helps me to do!
so my ai keeps stopping at waypoints is there a way to make them not do this?
this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
how do i add a fade in and out to this command
there should be a module for weather and time
its in difficulty settings
but will it change it for everyone
in the eden editor you can change settings that apply for the scenario
and mabye try ["","BLACK IN"] "BLACK OUT"
where do i put it?
Why do they stop?
What kind of waypoint are you giving them?
What terrain are you using?
whats a good way to have setObjectScale work in mp?
move waypoint and altis
and im not sure why they stop
they just stop at every move waypoint
they stop and then move again to the next one
my method of attaching to a helipad and then setting scale doesn't seem to work on dedi and the object just flat out stops existing
works sp though
that's how waypoints work 
Maybe you can put a trigger with a relatively small radius (say 20m) and when they get there remove the current waypoint (so that they can get a "head start" with the next waypoint)
heh
there are better ways but only if you know scripting
@dense skiff sorry but where do i put that in the command? im not good with arma code
which i dont wanna do cause im to lazy
lol me neither
@dim kindle create a description.ext file in your mission and force the difficulty there
(maybe can be done in mission settings too, idk)
hey @keen jolt leopard20 how to add ["","BLACK IN"] "BLACK OUT" to ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
it does
okay good
what is that anyway?! 
it makes zero sense
is it possible to make a ai patrol at a certain altitude with a heli?
and if so how
thank you guys!
@dense skiff @keen jolt
wait that didnt work
i want to fade out as it skips time
also the command had a bug. not sure if fixed
@keen jolt it didnt work ;/
on a laptop
that skips 12 hours
so players can choose day or night
I mean how 
addAction?
yes
then it should be good now
this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
maybe try the loiter waypoint?
th does that do
loiter π
@keen jolt what should work?
yeah what im asking is where in the code because i dont understand arma code xD
give me something to copy paste xdd
nice it worked!
wait no it fades back in and then it changes the time lol
Well if anyone knows how to make this command happen with a fade in/fade out id love to know
this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
that's already what I put there
yeah but its choppy, the fade in happens, goes away and then time skips while i can see, then another fade comes and goes
stupid BIS function 
i made it work about a year ago here
i think lou told me how
its ok ill just wait for someone else to try, thanks for trying to help tho
aprentally making a heli patrol is just as simple as setting waypoints and changing there height
Only way I've made it work is with a .sqf, gotta have that scheduled environment so you can black out, sleep while time jumps, black in.
another question when i spawn a drone in the sky does it automatically start flying or what
nvm
i ask again, how do i use the old man radio module
Does anyone know how to place custom compositions in Zeus
Groups, yellow button
@prisma oyster lou im asking you cus i know you solved this for me before sorry if i disturbed you, how do i add a fade in/out effect to this command? this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
I belive R3vo Leopard20 told you already, there is a function for that - lemme check
@dim kindle cutText ["","BLACK OUT", 5];
.. i dont know where to put it in the code lol
just slap it above the time skip
use BIS_fnc_setDate - set its effect to global, it will work
local effect if you do not remoteExec itβ¦
i have no clue how to script, how do i put it in before the skip command?
yeah function is better
o.o idk what to do with that
how do you determin if somthing needs to be run localy or globaly
place that piece of code where your removeExec was
ok
the wiki (usually) tells you
it gave me an error?
Local argument, Global effect
i dont know what im doing xD
i pasted it where remove exec was and it gave me an error, do i remove the whole part where its at?
that dog is literally me btw
wait, show your whole code
that was my whole code
this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];
[12, true, true] call BIS_fnc_setDate; }];``` i belive
ill test it
this addAction ["Skip 12 Hours", { [12, true, true] call BIS_fnc_setDate }];
```**OR**
```sqf
this addAction ["Skip 12 Hours", { [12, true, true] remoteExec ["BIS_fnc_setDate", 2] }];
we know π¬
use muh code
trying it now
yeah listen to lou over me im working off my limited knowlage of how to write some code
only missing a } π
and Darky!
sure
you wrote```sqf
this addAction ["Skip 12 Hours", {if (isServer) then
[12, true, true] call BIS_fnc_setDate; }];
with proper indent:```sqf
this addAction ["Skip 12 Hours", {
if (isServer) then
[12, true, true] call BIS_fnc_setDate;
}];```
every time something works in this game i get a warm fuzzy feeling inside
ah yes you missed a {} level
also how do you get the colour codeing on the script
see pinned message, ```sqf π
thanks for showing me how to colour code it but im not seeing my mistake
this addAction ["Skip 12 Hours", {
if (isServer) then
{
[12, true, true] call BIS_fnc_setDate;
};
}];``` maybe total guess right here
// wrong
this addAction ["Skip 12 Hours", {
if (isServer) then
[12, true, true] call BIS_fnc_setDate;
}];
// correct
this addAction ["Skip 12 Hours", {
if (isServer) then
{ // here
[12, true, true] call BIS_fnc_setDate;
} // here
}];
ah nearly got it
you completely got it
added one to many ;
that was a total gues job tho also i keep forgetting what all the brakets mean
it means "code"
() is do/get this first this first in a code right
[] is an array
{} lines of code?
if (boolean condition) then {code block} ; β means "separate statement"
private _string = "this is a text"; // ";" separates a statement
private _array = [1,2,3,"other item", ["subItem1"], { hint "OK"; }]; // can mix types
private _code = { _this setDamage 1 };
player call _code; // player is dead
private _result = 1 + 3 * 2; // 7
private _result = (1 + 3) * 2; // 8
im getting there i have noticed im making less mistakes in my scripting, and by mistakes i mean broken code that is completely wrong, and not missing that one damn ;π every time
i mean i came up with this ver basic script to make mortars.. you know indirect fire weapons ```sqf
m1 doArtilleryFire [getPos (selectRandom thislist),"8Rnd_82mm_Mo_shells", (selectRandom [1, 2, 3, 4])];
its crude like a sledge hammer is but it works
Puh, for a moment I thought that was a picture of me π
Is there a CfgGroups for civilian units? To distinguish between Men and Men(European) for example
@crystal fiber Try #arma3_config, the sorcerers hang out there.
Will do
why wont my attach to command work im trying to attach a light source inside of a chinook : (
Look into BIS_fnc_exp_camp_guidedProjectile
in the modules section there is a module thats called old man radio
and it lets you play a radio station
but i dunno how to use it
no idea what that is
maybe nobody has answered because nobody that watches this chat knows
how do i make a trigger go off when someone dies
you can use the alive command for that
and can i make a trigger only go off when two conditions are met?
or more specifically !alive
@broken inlet so i have this scenario
take a look at and/&& on the wiki
oh no i have no idea how to form arma code
can i give you the two requirements i want and you can put them together for me?
Dont have time to do that at the moment, sorry
the peeps in #arma3_scripting might be able to help tho
@broken inlet whats the command for making the trigger go off only when an object is present inside it?
There are probably tons of videos on yt about checkpoints
i checked theres just people making it look nice
i wanna make the ai actually do something
like what
like not snipe me when im approaching from a mile away
and they start running away from the checkpoint
you can unpack bohemia modules and look into their scripts. its in the addons folder of arma
decrease AI aimingSpeed skill
set a trigger, if player in trigger, give AI a waypoint to run away, set to force hold fire and full speed
ah ahahahahah ha f you arma it only took me 2 hours but i scripted a check point where the civilian will stop the first bar gate opens, the civ drives in and stops waits a bit, then 2nd bar opens and he drives out aha ahahahahaha now to add the ANIMATIONS!! AH AHAHAHA
WHY!!! WHY!!! why arma ai do you insist on driving into the guardtower EVERY TIME!!! the road is clear just drive straight.
IM A TRY Disabling you turning ability
the dude is stoped i think its the bar gates im using because there just smaller than the damn road
he stops then turns into my tower
finnaly got it working consistantly
_destination = getMarkerPos (selectRandom ["m3", "m4"]);
p1 doMove (getMarkerPos "m1");
waitUntil {sleep 1; triggerActivated t1};
sleep 5;
p1 doMove (getMarkerPos "m2");
sleep 2;
waitUntil {triggerActivated t2};
sleep 2;
p1 doMove ( _destination);```
my adhoc checkpoint script
can someone help me debug my mission, can't get the troops i want to enter a vehicle
No crossposting please, also for people to help you they'll need a better issue description
@glacial jolt ^
@glacial jolt what Pi said; I removed your post in #arma3_questions
now you can state your issue and how you try to get it done so we can help
I have two units, one consisting of one(1) npc, the other is composed of three(3) npc. The three npc unit should first merge into the other and then enter a vehicle together. First I tried to get them to enter a boat, but they wouldn't even move. Then I tried a car, but then they would walk over it and stand there idling.
First I tried to get them to enter a boat
how?
mods?
get in nearest stick ontop of vehical
some, but I dont think they should interfere as I havent had the problem with them before
@dim kindle no luck there either. thanks for the suggestion tho
have you also tried placing a transport load waypoint for the vic
and syncing the two
There's only a transport unload in my waypoints
also on the get in waypoint put in activation field sqf "unitname1" && "unitname 2" && "unitname3" assignAsCargo "vehicalname";
if you have a minute, do you mind if I stream my editor for you in the general_voice?
sure
whats the command for a trigger to go off when an object is inside of it?
I like to uΕΏe ΕΏomething like if *x* inArea thisTrigger;
does that actually work?
It does.βAnd you donβt need the ifβJuΕΏt x inArea thisTrigger
Set Type and Activation to None and when the condition is met, it will trigger.
honest question, why the old-style S ^^? (ΕΏ)
Itβs juΕΏt part of my orthography and how I learned to write.
ok, thanks! I guess you have a keyboard key for this
I do.βHereβs what the layout looks likeβ:βhttps://tinyurl.com/y8mhjhx8
Do I need a script to get the AI to use searchlights?
modded searchlights or?
ooh you have one of thoes split apart keyboards
@hushed lotus can i chain it with a !alive command too? so that only if both of those are met the trigger will happen
whats the syntax for that
no so i want one character to be in the trigger and one character to be dead, then it will go off
i know i can put an "and" somewhere but idk where and how
yeah, it's from CUP
π
I recommend asking on the cup discord then, which is linked in #channel_invites_list iirc
yes
That would work, yes.
Why not test it π
!alive unit variable name, no?
You will write much more once you get addicted, don't worry.
Yay
dude it actually worked!
thanks
whats the or command? just or?
or or ||
alive player and not alive theEnemy
not alive player or not alive theEnemy
lou this might be complicated but is it possible for me to have a trigger not go off until a certain group has left a certain place?
yes you can have in the conditions "not a unit from this group in the area"
wait hang on
trigger's condition no? ^^
i have a trigger right, its somewhere else, but i dont want it to go off until my group of players leaves another certain place
is that possible
in the preset conditions you could put not present instead of present
as long as the players spawn in that area
sorry to interrupt
but I've played a music through playMusic as the players are inside a Xi'an
but as soon as the players leave said vehicle the music stops
what can I do to prevent this?
not vanilla behaviour π¬
should've guessed
HOSTAGE inarea thistrigger && HVT inarea thistrigger or !alive HVT;
i have this in the trigger, problem is if players already procured the hostage and go kill the hvt the mission ends in the field right when they kill him and its immersion breaking
any suggestions for a fix?
what behaviour do you want exactly?
i want them to back to a safezone and then the trigger would go off
so if they were to kill the hvt the mission would only end when they head back
"&& all the group units in this area" then?
but what would i put in that would stop the other trigger going off until they leave?
oh
@prisma oyster feel dumb now ;p
me or you? π
units theGroup findIf { not (_x inArea theTrigger) } == -1
HOSTAGE inarea thistrigger && HVT inarea thistrigger or !alive HVT && RESCUE inarea thistrigger;
do i put that at the end?
maaaybe π
@prisma oyster doesnt work lou! HOSTAGE inarea thistrigger && HVT inarea thistrigger or !alive HVT && units RESCUE findIf { not (_x inArea theTrigger) } == -1
first two will trigger it
Your "or" is the issue, you should wrap the hvt conditions between ()
@prisma oyster where exactly do i put those?
HOSTAGE inArea thistrigger // hostage rescued
&& (HVT inArea thistrigger or !alive HVT) // captured or destroyed HVT
&& units RESCUE findIf { not (_x inArea theTrigger) } == -1 // all members in area
can someone identify a building for me in the editor?
i cant tell what it is but i wanna put it in a mission
i dont know what its called
@dim kindle
might help you
https://forums.bohemia.net/forums/topic/185891-finding-a-buildings-classname/?do=findComment&comment=2936320
Hello! I been developing some sort of Survival gamemode with loot spawns and etc-etc; but I been also kind of been modifying maps and trying to add more maps so that theres variation. The issue Im having is that my loot spawns on positions of different buildings - and some of the buildings I dont...
i have the following code, but it spawns the blackfish but doesn't teleport the player to the seat?
newBlackfish = createVehicle["B_T_VTOL_01_infantry_F", position respawnLoc, [], 0, "FLY"]; playerPilot moveInDriver newBlackfish;
wait what... it spawns me in on every other time it crashes?
so the original one gets destroyed, another one spawns, crashes, gets destroyed, then anothoer one spawns and i get tpd into it?
nvm got it, just had to delete before creating
so if i want to make attillery support i need to sync the Atillarly to the provider module the provider to requester and the requester to the units that request correct ?
i have a nice big gun but nobody is requesting it π¦ i requesting works tho ( did it manually to try) but the AI does not seem to request support from me yet
I am fairly sure that vanilla AI does not request support at all.
hello. i came back to mission making again, now this flare hotkey doesn't work anymore. i can't understand why
nvm π
anyone know what determines how high ai fly air vehicles they seem to stick close to the surface for me ~50-100m
also yey the finally used my big artillery π no idea if i hit anything but i feel warm and fuzzy seems like NR6 knows how to call in
I've seen in a lot of high command missions, your subordinates can spot enemy contacts which will then show up on your map
any way I can replicate this in the editor?
currently using the advanced AI command mod
which doesn't require use of a placed module
Iβm pretty sure it does that automatically so long as you are in the same squad with them
I'm asking how to do it without being in the same squad
since i just checked, you can do what i want with the vanilla high command module
but you can't do it with the advanced AI command mod it seems
@light nest easiest way is to transfer the ai squad's knowledge to player. But yeah you need scripting. At least it is for regular High Command system, don't know if your mod builds its own HC System. If you got difficulty regular or below (or the setting to display enemies on map), rest will handle itself regarding the displaying on map part.
Thanks
though I think I've found a solution to my problem?
can't test it but I think it's watertight
as long as a commander module is synced to the player, going into HC mode will still display friendly and enemy groups regardless of whether you can control them right?
if I pair a "blank" HC commander module to the player and the advanced AI command mod then I should be able to control groups while being able to see whatever they come into contact with
Is it possible to give a VR cube or some other objective the same material as water?
like use setObjectMaterial? I haven't been able to find anything on what the water material might be though.
is there any way to change the scale/size of an object (specifically animals)?
yes
sorry if this was asked in the wrong channel but is there any way for me to move a rectangle marker with a binded variable name as zeus ?
hey guys! im doing this scenario where its pvp/pve and the team with the most "points" wins, you get points by completing objectives, killing bots and killing enemy players, how do i set up a points system?
@prisma oyster i bet your the only person that would know lol
tons of eventhandlers and checks for mission objectives, while {true} do {if (points > 1000) then {win scenario} or something like that.
requires scripting knowledge.
@reef lintel jeez how much
cus i can do 0 of that
@reef lintel would you mind if i dmed you every now and then with a question regarding this
better to stick to #arma3_scripting, so the collective intelligence can help and learn
flattery will get you nowhere! (but please, keep it coming)
Plenty of talented people will answer better than I π
: ), anything i should know before even starting on this
you can script something server-side
using addScore
https://community.bistudio.com/wiki/addScore
Hey guys! I was wondering if there was a way to make AI helicopter pilots land when having a vehicle loaded in a cargo emplacement (for example, a MRZR4 loaded in a chinook)? I know AI kinda treat it as an obstacle and can not land, is there a workaround ?
hum, as a cargo or a a sling load?
As a cargo specifically!
I don't think the AI sees the loaded vehicle at all?
Mentionned helo pilots, but a VTOL would be perfect as well (thinking of the vanilla one)
In fact it just won't land
As if there was an obstacle at the landing spot
you have to drop the cargo first
I would have not expected the AI to be impacted by the fact of having a cargo or not!
Would have loved to do some recce missions, where helo would open ramp then drop the mrzr as soon as it touches ground, maybe scripting it would work
is there any way to move slower in eden editor?
im trying to make a halo jump scene but my character moves too fast to get inside
To get inside?
yeah for the camera to be positioned inside the plane
https://community.bistudio.com/wiki/setTimeMultiplier
Can slow time down.
thank you
eden editor does not have character movement?
is it possible to add a stopwatch type thing into a board for timing stuff, im working on a training map for a unit im in and I want them to be able to time themselves with different things in game as an added competition element to the training
Can someone help me out with Polplox animations, whenever i put static dead animations for the AI, they move their heads and act like they aren't dead can someone help me out to make them look dead
put this in their inits
this disableAI "ALL"
if you group them together you can use this:
put this in the init of one of the group members
{_x disableAI "ALL"} forEach units this
How do i put the disable AI right? @keen jolt
wdym?
I thought you said it's for static poses?
It is
Why you need to make them no head movement when you're shooting a photo?
this enableMimics false
^This tho this question doesn't make any sense if it is for a still image
It does make sense. The idle mimics can make the unit look undead. Eyes looking around, head raised from the ground etc
Perhaps a better way to make them less lively would be assigning a dead mimic to them with the artwork supporter
so im setting up a uss nimitz and when i click play this happens https://medal.tv/clips/46200419/d1337b81z6xu
i dont even know
has anybody had this issue and if so how did you fix it
In the Artwork Supporter animation viewer there's a dropdown menu for gestures and mimics. Select the mimic page, pick one and apply it to the unit the same way as a normal pose animation.
Ok
And how do I put it to where the AI is firing for an animation?
And gunfire is coming out of their weapon
can i improve a single player scenario with headless clients?
Yes and no
If the single player scenario supports hosting and has a slot for a HC then yes.
i make my own sp scenario. i struggle with fps. question is if i can reach more of my cores with HC. for that i have to run it as multiplayer?
ok thx
If your singleplayer scenario is a multiplayer mission... sure?
i don't mind how to start it. i played some antistatsi. there you have to open a lan server
There is a good guide linked on the mod's workshop page.
Where can I find it?
On its workshop page?
Thanks
I got an issue, i placed my AI and put them in a sertain pose. Bur when I play scenario they just go back to default pose. Sorry if I didnβt explain this good, im kind a new to arma
Thatβs Chinese to me lol
better learn it fast then π
I donβt know what to do with this information
how do you add the anim to the character?
Edit the character, then go to βobject:ambient animationsβ and select the animation
Yea
what mod?
He got 3den Enhanced loaded
I think thats the mod that provides the animation, its only one of many mods though
Yea
Probably a conflict with other mods.
init field:
this switchmove "animation name";```
animation name is what the animation is called ofc
Weird, it worked the other dat
I can use this instead of the mod?
i guess so
Where do I find the animation names?
in the animation viewer
And where can i find that? Sorry lol
Thank you!
why "thank you"? π
didn't you mean⦠Praise the Sun \[T]/
π
most people here will not comprehend the beauty of the sun
Most ppl in here won't see the sun due to scripting all day π
lol
β¦I had to do some grocery shopping to get outside today
Oh, I am sorry for the your loss of "screen time" π
Does the virtual arsenalexist as a mission? I'd like to set up my startup params so when I start arma it boots straight in to it
@shrewd pebble https://community.bistudio.com/wiki/BIS_fnc_arsenal
ta
how do i make it so i can choose what playable ai i wanna control when i start the scenario ?
Create a custom dialog?
Or if you don't know that maybe some addActions?
hmm ok π i guess i will just stick to just selecting the player unit
SwitchablesUnits?
How do I put it to where a soldier is helping a sitting soldier get up?
@dim kindle make it multiplayer but play by your self
how do i make an enemy that wont shoot back at my team mates but the friendly's shoot at them
You could take away all his grenades and empty his magazines with script π
ok thx
mmm
hi
i have a problem
when i start my mission there is a spawn point wich i placed there, but whenever i die arma creates another respawn, and i dont know why
So, how can I make respawn not happen on teammates?
I put down a respawn position, but the game makes me pick between the AI points instead of spawning there
im making a pvp mission, where there are 2 sides BLUFOR and OPFOR and i have a hostage inside one of the buildings (which will be playable) and i want it so when BLUFOR free the hostage the person playing hostage follows them back to BLUFOR spawn and blufor wins, but if i setup a trigger it says mission completed on both sides not just BLUFOR, so is there a way i can make it so if BLUFOR extracts the hostage it says mission complete on BLUFOR and mission failed on OPFOR, and if opfor kill all BLUFOR members it says mission complete for OPFOR and mission failed for BLUFOR, does anyone know if this is possible?
@uneven leaf make more end types
how do i go about doing that
I guess you can make two separate triggers, one for side group player == west and one for east.
Or you could use a bit of scripting π
Checkout the disableAi command on the biki, or set them in editor to "force hold fire"
Is the spawnpoint a marker names "respawn_west"?
Ok odd question, transportUnload doesn't seem to work quite right with ffv positions (which makes some sense since they're turret positions). Does the transportUnload waypoint work with turret positions that are set with 'showAsCargo = true' in their config? (ping me if I should shift this to #arma3_config, I ask here because I may just be wrong about the transportUnload waypoint)
how do i get my units emblem as my armpatch
i barely understood those 0.0
This should have been in #arma3_scripting, but Error Zero divisor is produced when doing [] select 12 for example (so when the index doesn't exist in the array).
ty
@fallen vapor can you stupidify it for me
@dim kindle
if you want it to be visible on other servers, missions, vehicles:
https://units.arma3.com/
i already have the unit set up
oh!
with a transparent backround too on the emblem
but i cant seem to get it to show up on my units
are you attempting what audiocustoms is asking?
welp, let me clean up what I have, can't help you with that, if you're talking just a mission that you're making, I can help (backend / Description.ext stuff)
how do i just get it to show up on the units i place in the editor tho?
ohhh
so if im in a unit it will just normally show up on any servers i go into?
i dont need to do anything? why doesnt it show up in the editor then?
ill test in LAN now
BUT
only if the uniforms and vehicles you are using are set up for it (modded vehicles, ect)
vanilla does support it
what about cup and rhs stuff
hmm it didnt show up
@last aurora Yep tested it, never showed up
am i doing something wrong?
what size (pixel) is your logo?
size is fine.
did you select your unit in the launcher?
you can launch a MP test within eden directly
Is anyone able to help me with a splendid camera issue?
@last aurora how?
top task bar > Play > multiplayer
and he was today years old as he learned something new π
you saved me tens of hours lol
Small question I keep simplifying vehicles in editor, and it keeps reverting them back when I play session to test, any reason why it dose this?
@last aurora arm patch is still not showing up
: (
oh and when i play it on mp straight from the editor it still makes me go thru the upnp thing i thought it would do a quick multiplayer test
IT WORKED!
YAYYYYYYYYYYY
@last aurora
What do you mean by simplifiying?
Simple objects
π
via the attribute?
Aye
How do you know they are not simple?
isSimpleObject cursorObject
Can you test that in the debug console? (Just look at an object)
I check the box and they turn from yellow outline to a white outline
I also cannot check currently
That's how it should be
Aye, upon starting the session though in editor and quitting it turns yellow again and the box is unticked
Any mods loaded?
Hey I'm trying to add custom loadouts to my mission
I copied the CfgRespawnInventory examples into the mission's Description.ext just to get it working but I'm not getting the loadouts that are in the template, rather just the unit you picked default
loadout.
(example on https://community.bistudio.com/wiki/Description.ext)
the Description.ext also has
onLoadName = C1 M4;
author = Murix;
onLoadMission = Insurrectionists attempted to regroup;
loadScreen = "Img\Overlay.jpg";
respawn = "BASE";
respawnDelay = 20;
respawnTemplates[] = {"MenuPosition","MenuInventory"};
allowProfileGlasses = 0;
Is there something I forgot to get this working?
I can tell the Description.ext is being read as putting in and removing
respawnOnStart = -1;
changes how the play starts the mission
Where can I find information on scripting and using the debug console? Help documents or online sources?
Thanks
Alright so Im doing a 3 APC convoy, and I want them to unload their troops, however when I set it up, the first APC moves towards the waypoints but the other APCs have their troops dismount?
Anyone know how to fix this?
if you sync all the apcs into the same group, then if the first apc is the group leader if you set waypoints for the first one the rest should follow
i can make an example for you
They already are in the same group
lemme try
actually hang on nevermin
Morning all, thought I'd turn here since Google searches aren't doing the trick.
Has anyone experience 'stuttering' in their games performance whilst running 3den enhanced.
I completed a clean install of A3 this morning to fix the problem, A3 ran fine. No sooner had I booted 3den enhanced the stuttering returned?
Has anyone experienced the same issues?
also did the devs make so i could put random crap in backpacks now like cans of soda and stuff or is that a mod
Yeah if my computer reaches 90% RAM
That doesn't seem to be the case here, I think it is an issue with the mod, made a little video, will be sending to the dev
@sacred schooner
Your description.ext seems buggy...
Can you pack your mission and send it to me?
better yes, post in on sqfbin.com
I need the whole mission to also check all modules and the overall mission setup / folder structure.
@plain gale
Right... my bad
np π
As I realize over the past few days while building a number of custom missions, there is a metric π© ton off stuff and points where a little π¦ up can ruin everything π€£
True π
ACustomsLifeβ’οΈ confirmed

easy money, baby π
π
idk where to ask this at. lol.
how do i go about giving the moderator slot on one of the official zeus servers perms to also do zeus things?
is the moderator also admin?
no. zeus slot is admin
are there dedicated moderator slots?
give the moderator slot / unit a name like "moderator1"
set a new game master module and set "owner" to "moderator1"
post this code to the original game master module init field
[] spawn {
while {true} do {
{
_x addCuratorEditableObjects [allUnits, true];
_x addCuratorEditableObjects [vehicles, true];
sleep 60;
} forEach allCurators;
};
};
};```
this will allow multiple zeus
considering its an official server.... i dont have access to do that
no joy then
hmm. ive seen it done before
where the game mod and zeus both had perms to zeus on the official servers
Β―_(γ)_/Β―
probably voted admin
could be
also @soft canyon next time when no apparent channel fits a question, start at #arma3_questions 
even if i change their language they keep spealking in chinese
that is not the right way to do stuff..
That's not how to select the proper channel...
do you know why?
perhaps their identities are chinese
nope russian
are they modded?
yep
well then anything goes
but they where from the Rhs russian federation mod
Does vanilla Arma3 even have russian voices?
Yep
yep
βButβ doesn't make sense, though. You can re-define them via setSpeaker
any other mods?
im not very good at scripting xD
that may be.
This info doesn't mean anything in this context
a lot of mods == likely some of them conflict
I mean Vietnamese part
i need the unsung because the mission is inspired in the 60s
well first you test if RHS stuff works right alone
then you test again with Unsung loaded
do you know any other mod for 60s equipment?
and it it keeps happening then its something in unsung causing it
ok im gonna test it
I'm trying to create my own scenario with the eden editor but I am really confused as to where the files save? does anybody know the scenario save location?
..\documents\arma 3\missions
yeah theres nothing there for me
Documents\Arma 3 - Other Profiles\Porridge Cat\missions
yes! thank you I have found the folder now
do you guys know any way to make a plane land
im making a mission and i want a plane to appear with the show/hide command
and then land in the airlfield
@everyone how do you get a trigger to active a module?
Connect them like so: Right click on one of them > Connect > Sync to > Click on the other one
dont tag everyone lol
u slo π
a good friend of mine, brilliant programmer, made this video about a similar topic:
https://youtu.be/CVzZ1mQvOis
@reef lintel ah thanks
@last aurora
Thanks, no really using it for any mission in participating anymore but ill set something up in VR and send it over when I get a chance. Havent quite been able to figure it out yet. Don't need the custom loadout stuff more looking just to reference pre existing unit classes.
does anyone know how to setup a mission like in the built in zeus missions? I can't find how to have zeus set a player respawn
so you just can't do it like you do in the builtin missions then
where players don't spawn until you drop a respawn?
i'm not entirely sure, but
in eden, top task bar > attributes > multiplayer > respawn on custom position
select respawn position
would any of you know of any mods that allow you to place areas of snow like a decal or mounds of dirt resembling hills or mountains in editor? I have used the trenches and some grass to make tiny mounds but im not sure where to find snow π€
cup terrains has snow
theyre very good i could use a mixture of vanilla rocks and the snowy ramparts, but i was looking for something that i could create a hill or mountain with in the editor without having to place too many objects
not possible / available iirc
tis unfortunate π¦ but thanks again for the reply
not until you ask your question and state your issue! π
oh sure, sry
i have custom buildings addons, and i have prison. So, I want to close all the doors at once, would it work?
yes with correct script if the model is done correctly
i have custom buildings by mattaust
script name?
you have to write it yourself
Im not familiar with that model but you probably can use series of animateSource commadns to trigger all door animations on the model.
scripting commands wikipage for the command has examples on how the command works
iam begginer with editor, so sry
thats alright. You just got to be brave and try things out if you want more advanced things
you can recruit a scripter in #creators_recruiting
but i must pay right?
not mandatory
you don't need "help", you want someone to do it for you, and this means posting in #creators_recruiting and waiting for answers
oh
I've noticed something about waypoints that are synced (set waypoint activation) with "Skip Waypoint" triggers - no matter of the type of waypoint, they never complete and the trigger becomes the only way to get to next waypoint.
Now my memory tells me that it used to be that they'd work normally before, and documentation suggests only hold and guard waypoints should never complete by themselves.
Am I doing something wrong there?
I'm on work computer, so pro paint graphics:
I'd believe that this simple patrol + move to waypoint 4 on trigger loop should work, but as soon as "set waypoint activation" is synced with a waypoint, unit goes to waypoint 0 and stands there waiting for trigger
iirc, if you wanted to skip 1-2-3 you only had to link #3
they'd go through full loop fist, though, then unit would go from 2 to 4, non?
"non" π afair
but I'm mainly interested in why syncing to skip waypoint makes units stop and wait for the trigger, no matter what waypoint it is
I mean I get that "set waypoint activation" sync overwrites waypoint activation completely (or so it appears), but how to use "skip waypoint" to skip waypoints then?
I don't remember in OFP if "skip waypoint" "locked" the waypoint until trigger activation; it might have been the case
if you want to skip the looped waypoints here, link the "skip waypoint" trigger to waypoint 4 and have the destination set to waypoint 5
yeah, it does work for Cycle waypoint, but it got me seriously puzzled when I spent some time setting different patrol patterns for different mission states, using what documentation said I should, for units to completely refuse to walk (and it took me a while to realise waypoint activation is responsible)
(and yes, docs say it's particularly useful for cycle and hold, not that it works on other waypoints, but doesn't say it does not neither π )
iirc from the OFP editing guide (paper!), it's a skip/lock trigger, not just "skip"
the waypoint AND the trigger have to be ok to go next step
but that'sβ¦ like, old π
ok, thanks. I'll add it to my Arma 5 whishlist π
@nova coral Has nothing to do with the Editor. #arma3_model
any tips on making an ai cargo plane take off from a carrier and airdrop players?
What do you want to drop on the players ?
π
nvm just decided to make it player controlled
any general tips on editing with a carrier then?
i was just joking around sorry π
i didnt take any offence
@dim kindle do you know how to use the cable jump thing for the jets
sadly no i play only vanilla units and barely use jets so if i use a carrier its mostly for the transport helo whitch is easy to setup
hey, you should join me if you want, my units could use players
@dim kindle
im playing arma for the sandbox π also my pc is broken and my backup cant handle arma
^^
can i exclude areas from a Placement Radius?
my guess is to ask this in "scripting"
how do i make it so when a respawn point / tickets on a side end the game ends?
@dim kindle i think you can steal that from any github arma koth fork
if only i had enough iq points do know how to do that
you make a mission?
you know about init.sqf?
@dim kindle well you should find topics like "respawn" and "tickets" in this https://github.com/newtondev/SealDrop-KotH
also this gives much clue: BIS_fnc_endMission
nooope nope, no respawns
ye. focusing on playing is some what good.
@rotund comet hmm, how do i set up halo jumps from a c130
when the plane moves everyone just slides out
who controls the plane?
cause the solution depends on that
you wont need the real plane for that, even if you see it. but only if the AI does the drop
@dim kindle
you can not have people "walking out to the ramp" of a flying c130 in arma
there was a script where a static c130 was spawned at a defined height but with the engine running. people could "walk off" the ramp
not sure if that was A2 or A3
is there an easy way i can make it so that if one squad/group loses all their tickets the game ends?
@last aurora
modules i guess... dunno
@dim kindle
https://steamcommunity.com/sharedfiles/filedetails/?id=2214972024
requires ACE
ive done it already, thanks tho!
not what i was looking for, but still
with some good scripting, yes
is it going to take half a day?
more like months until you know what you are doing
ill just make the unit independent
"the easy way"
https://forums.bohemia.net/forums/topic/173169-specific-respawn-points-for-specific-squadsunits/
Im building a multi-task Co-Op mission involving several squads with different roles such as; CAS Jet Pilots Fighter Jet Pilots Fireteam Squads Recon Squads Each group has its own squad that spawn in different locations. I want players to be able to respawn as many times as theyd like, so basical...
hello i have a question i know you have virtual and real time support units
the differrence being virtual can work without binding it to an support unit
but what would happen if you bin an support unit to like an attack helicopter to an virtual support module
Just try it...
ok ill do
what's the worst that could happen?
well, accidentally setting your dog on fire or create a super massive black hole.
arma is unpredictable at times when you experiment...
your dog on fire
now imagine what happens to the cat.......
she'll still be in your house... and on your house, on the roof... the driveway...
schroedingers cat in arma:
"is it dead or alive?"
"π¦in hell, it's so π¦ing dead!"
"but why?"
"because the mission maker didn't give us civs to commit war crimes on... just... this cat... in a box"
π
i might have to tweet this...
i kinda like this eruption of mental diarrhea...
ill tell you what happened
nothing
litterally nothing
ok?
jup... that's arma. stuff that seems easy is actually like rocket science, and stuff that seems like it requires a degree in theoretical physics is just 2 clicks away
yes thats an good analogy
Sounds about right
π© ...
i'm starting to get philosophical and post tweets from the wrong account...
time for bed
time for bed'
Wait what?
oh god
Not working silly jokes detected
yes
jup... 28h awake seems a bit long according to my body... well, i strongly disagree, but hey...
Β―_(γ)_/Β―
more coffeeee!!!1!
No. Already in bed and about to fall asleep to the calming voice of the lady who's over dubbing the space documentation π€£
In 3den what is Alt + S? it makes selected entity icon turn grey.
simple object
ohhh
grey icon = simple object
there's also a keybind to disable simulation and enable dynamic simulation
*modded Eden only
Huh
Hello, in my scenario on multiplayer when the player exits and then continues they spawn in as an AI at the place where the player spawned, does anyone know why?
you havent disabled AI
I have.
then i dont have a clue, that normally fixes it
How?

