#arma3_editor

1 messages Β· Page 46 of 1

dim kindle
#

where would i put it ?

plain gale
dim kindle
#

ye thats what i have but it kinda just starts in first person but does the cam overlay and text

broken inlet
#

how did you get the position? @dim kindle

dim kindle
#

i rghtclicked log Position to Clipboard

plain gale
#

That ~~should ~~works.

#

Any other mods?

dim kindle
#

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

plain gale
#

Well, something does Β―_(ツ)_/Β―

#

What mod version you using?

dim kindle
#

last update 24.02.21

plain gale
#

okay

dim kindle
#

not sure where i would find the number ^^

plain gale
#

Guess it's a mod conflict.

#

Can you send me links to the mods via dm so I can investigate?

dreamy solstice
#

How do I get this missle tracer to aim down?

celest oxide
#

It should be up by the rotation widget

obsidian frost
#

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

small patrol
#

Actually a vague question will get a vague answer. The best bet is to do the tutorial in Eden Editor

wicked apex
#

Guys

#

Why isn't the hummingbird landing where I don't want it to be

#

Just lands on a helicopter pad

last aurora
#

place an invisible heli pad where it's supposed to land

wicked apex
#

The unload thingy?

last aurora
#

no. it's a placeable object.
put it down and place your desiged waypoint on top of it

wicked apex
#

Okay

#

Thanks

last aurora
#

πŸ‘

steep hull
#

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.

kind prism
#

Make separate waypoints for drive to and get out?

steep hull
#

already done. I've tried a hole variation of different waypoint combinations, as it sits now it still doesnt not work.

plain gale
#

@steep hull

#

Place two waypoints next one another

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first one MOVE: Timout 15 / 15 / 15

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the 2nd one is your GET OUT

#

works fine here

steep hull
#

actually works, i didnt take into account the ordering of the timers

#

huge thanks

dim kindle
#

this addAction ["Skip 3 Hours", {skiptime 3}];

#

how do i make this command run server side

plain gale
#

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

dim kindle
#

tysm

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@plain gale didnt you make a mod somewhere?

plain gale
#

Yes

livid mantle
#

so how do i make a ai a simple object?

keen jolt
#

it's no longer an "AI"

livid mantle
#

well yeah but i wanna change a soldiers size or whatever

keen jolt
#

simple units don't have heads

broken inlet
#

ablobderpy thats not the important point here leopard

livid mantle
#

well im trying to figure out how to make a soldier a simple object so i can change said soldiers size

keen jolt
#

you still have two options:

  1. create them as vehicles and change their size every frame
  2. attach them to some helper object and resize them then
broken inlet
#

@livid mantle you can turn things into simple objects through the attributes -> special states, I'm not sure if thats possible with units though

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as an alternative you can attach them to an object as leopard says

livid mantle
#

mk

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thanks

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but how would i attach them?

#

like just place a object and sync it?

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orrr

broken inlet
#

using the attachTo command

livid mantle
#

mk

broken inlet
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or bis fnc attachToRel or whatever its called to make it nicer

dim kindle
#

is there a simple way to limit the playable are on a map ?so AI does respect it as well

broken inlet
#

I think there's modules for that, cant remember them right now tho

#

or it might have been a script

dim kindle
#

i will look around πŸ™‚

dim kindle
#

how long do ai consider themselfes in combat after a respawn ?

reef lintel
#

2 minutes max i believe. not sure

#

but if you got dynamic sim they are frozen after you respawn

keen jolt
#

iirc 30 seconds

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but I'm not sure either

high stream
#

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.

reef lintel
#

if (random 1 < 0.5) then {
spawn at 1} else { spawn at 2}
?

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or is it dependend on the unit itsel

high stream
#

I don't know how to use that code, I'm pretty new to the editor

#

I tried using the Presence attribute

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but I can't get unit B to realize whether or not unit A spawned

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either they both spawn every time or B never spawns

dim kindle
high stream
#

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

wind raptor
#

isNil "Unit_A_Variable_Name" might work, try with that.

high stream
#

I'll try

wind raptor
high stream
#

that gave me an error

wind raptor
#

What exactly did you write?

high stream
#

isNil <var name of unit A>

wind raptor
#

var name of unit A has to be in quotes, is it?

high stream
#

It does? I wasn't aware

#

I didn't notice on your code snippet

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I'll try again, ty

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no error, but it's not working, once again

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A didn't spawn but neither did B

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I have A at 0% presence chance to test if B will spawn, and it doesn't

wind raptor
#

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.

high stream
#

I'll try once again

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yeah, it's just not working on my end

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is UnitA the name of group or of a member of it?

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I was trying it on the groups

wind raptor
#

UnitB needs 100% Probability of Presence else it doesn't spawn in 100% of cases when UnitA doesn't exist.

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I was using single units, I'll have a look at groups.

high stream
#

yeah I think the issue is i'm using groups, and yes, B has 100% chance

wind raptor
#

Oh god it's disgusting with groups

high stream
#

why onlyafroDrink

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I have an idea

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I can make the Squad Lead of A a variable

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and then have all the men of B individually have isNil "UnitASquadLead"

wind raptor
#

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). krtecek

reef lintel
#

if (groupA exists) then {
{deletevehicle _x} foreach units this;
}?
spawn both, kill one.

high stream
#

wait so the spawn chance of a group is rolled individually for each member?

wind raptor
high stream
#

I'm very new to the editor, not sure if I can use scripts yet

#

I'll probably make a bigger mess doing that

reef lintel
#

i really dont need 50 groups with a single dude in them

high stream
#

A doesn't spawn, neither does B

#

I don't understand this tbh

broken inlet
wind raptor
# high stream wait so the spawn chance of a group is rolled individually for each member?

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
#

why does Arma make no sense onlyafroDrink

#

bleh, enough of this, tomorrow I'll try again

wind raptor
#

@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.
uneven leaf
#

does anyone know how i use the old man radio module?

wicked apex
#

How do I make npcs which permanently stays on my entities list?

#

I just wanna make national guards with gas masks

wind raptor
#

@wicked apex Do you mean the list on the right side where you can select all the placeable objects and units from?

wind raptor
#

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.

wicked apex
#

How do I make a npc mod thought

wind raptor
#

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.

uneven leaf
#

does anyone know how i use the old man radio module, i want a radio playing the radio station

sacred briar
#

can anyone explain what probability of presence actually does?

mellow fjord
#

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

wind raptor
mellow fjord
#

ah thanks, i'll try that

#

so like this?: if (triggerActivated t)

wind raptor
sacred briar
#

Okay, thanks πŸ™‚

wind raptor
# mellow fjord so like this?: if (triggerActivated t)

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.
mellow fjord
#

ok that is very helpful thanks

#

i don't think it worked maby i can stream it and you can see for your self

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@wind raptor ^^

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.

mellow fjord
#

i know

wind raptor
#

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.

mellow fjord
#

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

wind raptor
#

I'm playing ranked right now πŸ˜›

mellow fjord
#

ok, i can wait. have fun with your match

dim kindle
#

execVM "breifing.sqf"; i have this in the activation field for a trigger but it wont accept it

plain gale
#
0 = execVM "breifing.sqf"```
#

also there is a typo in your file name, not sure if intended

reef lintel
#

you dont need a handle var for execVM afaik

reef lintel
dim kindle
#

yeah i figured it out somthing= []execVM "script.sqf"; workls

reef lintel
#

im like 98% sure you can do just:
[] execVM "script.sqf";

dim kindle
#

nope wouldnt take it for some reason i thought so too it kept saying 'type script expected nothing'

reef lintel
#

okay interesting. ill note that.
bc you dont need the handle when using it in a script.

dim kindle
#

also found several buggy animations tonight

reef lintel
#

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

dim kindle
#

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

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or would it be if (count list _trigger =<4) then { _x switchMove "animation";} for each list _trigger;

livid mantle
#

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?

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and yes i have respawns enabled

dim kindle
#

respawns dont work in the editor export mission to test also pretty sure only mp missions will allow re spawns @livid mantle

sacred briar
#

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 πŸ˜„

dim kindle
#

@sacred briar check the config

sacred briar
#

Will do πŸ™‚

dense skiff
#

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?

plain gale
#

@dense skiff Give the unit a variable name e.g. soldier_1

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in the trigger add sqf soldier_1 call ENH_fnc_ambientAnimations_exit;

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on activation

dense skiff
#

thx

plain gale
#

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;```
warm nova
#

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!

dim kindle
#

What is the difference between player and playable?

keen jolt
keen jolt
dim kindle
#

so player is me?

keen jolt
#

yes

dim kindle
#

i see

keen jolt
#

If you're not controlling a playable unit, they're controlled by AI

dim kindle
#

ok

#

and is there a way to disable the ai until someone picks it?

keen jolt
#

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

dense skiff
#

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

dim kindle
#

ok thanks

dense skiff
#

dam

keen jolt
warm nova
#

Thanks leopard i'll send you a clip tomorrow of what it helps me to do!

dim kindle
#

is it possible to edit weather in zues?

#

such as rain, fog etc

livid mantle
#

so my ai keeps stopping at waypoints is there a way to make them not do this?

dim kindle
#

this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];

#

how do i add a fade in and out to this command

dense skiff
dim kindle
#

ok

#

and how do i remove crosshairs from my scenario

dense skiff
dim kindle
#

but will it change it for everyone

dense skiff
#

and mabye try ["","BLACK IN"] "BLACK OUT"

dim kindle
#

where do i put it?

keen jolt
little phoenix
#

whats a good way to have setObjectScale work in mp?

livid mantle
#

and im not sure why they stop

#

they just stop at every move waypoint

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they stop and then move again to the next one

little phoenix
#

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

keen jolt
keen jolt
# livid mantle pain

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)

livid mantle
#

heh

keen jolt
livid mantle
#

mm

#

i guess ill just leave it as is

keen jolt
#

there are better ways but only if you know scripting

dim kindle
#

@dense skiff sorry but where do i put that in the command? im not good with arma code

livid mantle
dim kindle
#

lol

#

i feel your pain

keen jolt
#

@dim kindle create a description.ext file in your mission and force the difficulty there

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(maybe can be done in mission settings too, idk)

dim kindle
#

i changed it in the editor

#

but i dont know if it forces it on other people

dense skiff
#

hey @keen jolt leopard20 how to add ["","BLACK IN"] "BLACK OUT" to ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];

dim kindle
#

okay good

keen jolt
dense skiff
#

want to add black in skiptime and blank out

#

@dim kindle

livid mantle
#

is it possible to make a ai patrol at a certain altitude with a heli?

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and if so how

dim kindle
#

thank you guys!

#

@dense skiff @keen jolt

#

wait that didnt work

#

i want to fade out as it skips time

keen jolt
#

also the command had a bug. not sure if fixed

dim kindle
#

@keen jolt it didnt work ;/

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on a laptop

#

that skips 12 hours

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so players can choose day or night

keen jolt
#

I mean how meowsweats
addAction?

dim kindle
#

yes

keen jolt
#

then it should be good now

dim kindle
#

this addAction ["Skip 12 Hours", { 12 remoteExec ["skipTime"]; }];

keen jolt
livid mantle
#

th does that do

keen jolt
#

loiter πŸ˜•

dim kindle
#

@keen jolt what should work?

keen jolt
#

like circling around a position

#

put that in addAction code

dim kindle
#

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"]; }];

dim kindle
#

yeah but its choppy, the fade in happens, goes away and then time skips while i can see, then another fade comes and goes

keen jolt
#

stupid BIS function blobdoggoshruggoogly

dim kindle
#

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

livid mantle
#

aprentally making a heli patrol is just as simple as setting waypoints and changing there height

hardy wigeon
livid mantle
#

another question when i spawn a drone in the sky does it automatically start flying or what

#

nvm

uneven leaf
#

i ask again, how do i use the old man radio module

sick breach
#

Does anyone know how to place custom compositions in Zeus

reef lintel
#

Groups, yellow button

dim kindle
#

@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"]; }];

prisma oyster
dim kindle
#

@dim kindle cutText ["","BLACK OUT", 5];

#

.. i dont know where to put it in the code lol

#

just slap it above the time skip

prisma oyster
dim kindle
#

above?

#

in your skip time script just have this run first before any other code

#

o.o

prisma oyster
dim kindle
#

i have no clue how to script, how do i put it in before the skip command?

prisma oyster
#

don't use scripts

#

use the function only, it should do

dim kindle
#

yeah function is better

prisma oyster
#
if (isServer) then
{
  [12, true, true] call BIS_fnc_setDate;
};
#

@dim kindle ↑

dim kindle
#

o.o idk what to do with that

#

how do you determin if somthing needs to be run localy or globaly

prisma oyster
dim kindle
#

ok

prisma oyster
dim kindle
#

it gave me an error?

prisma oyster
dim kindle
#

i dont know what im doing xD

prisma oyster
dim kindle
#

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

prisma oyster
#

wait, show your whole code

dim kindle
#

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

prisma oyster
#
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] }];
dim kindle
#

oh it gave me an error

#

i just want it to fade out, skip time, then fade in

prisma oyster
#

use muh code

dim kindle
#

trying it now

#

yeah listen to lou over me im working off my limited knowlage of how to write some code

prisma oyster
dim kindle
#

yes it worked!

#

perfectly!

#

ah yeah

#

thanks lou

prisma oyster
#

and Darky!

dim kindle
#

and darky!!

#

can you point out where im missing the }

prisma oyster
#

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;
}];```
dim kindle
#

every time something works in this game i get a warm fuzzy feeling inside

prisma oyster
#

ah yes you missed a {} level

dim kindle
#

also how do you get the colour codeing on the script

prisma oyster
#

see pinned message, ```sqf πŸ˜‰

dim kindle
#
this addAction ["Skip 12 Hours", {
  if (isServer) then
    {
      [12, true, true] call BIS_fnc_setDate;
    };
}];``` maybe total guess right here
prisma oyster
#
// 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
}];
dim kindle
#

ah nearly got it

prisma oyster
dim kindle
#

added one to many ;

prisma oyster
#

actually!

#

there's never enough ; πŸ˜„

dim kindle
#

that was a total gues job tho also i keep forgetting what all the brakets mean

prisma oyster
#

it means "code"

dim kindle
#

() is do/get this first this first in a code right

#

[] is an array

#

{} lines of code?

prisma oyster
#

if (boolean condition) then {code block} ; ← 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
dim kindle
#

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 ;😠 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

plain gale
crystal fiber
#

Is there a CfgGroups for civilian units? To distinguish between Men and Men(European) for example

wind raptor
crystal fiber
#

Will do

dim kindle
#

why wont my attach to command work im trying to attach a light source inside of a chinook : (

hardy wigeon
uneven leaf
#

BRUH

#

ive asked 3 times

#

how do i use the old man radio module

dim kindle
#

what old man radio module

#

@uneven leaf

uneven leaf
#

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

dim kindle
#

no idea what that is

broken inlet
dim kindle
#

how do i make a trigger go off when someone dies

broken inlet
#

you can use the alive command for that

dim kindle
#

and can i make a trigger only go off when two conditions are met?

broken inlet
#

or more specifically !alive

dim kindle
#

@broken inlet so i have this scenario

broken inlet
dim kindle
#

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?

broken inlet
#

Dont have time to do that at the moment, sorry

dim kindle
#

@broken inlet whats the command for making the trigger go off only when an object is present inside it?

broken inlet
#

uhh not sure, I think its xyz in thisList?

twilit lily
#

hey guys

#

im trying to make a checkpoint

#

and idk how to set it up

plain gale
#

There are probably tons of videos on yt about checkpoints

twilit lily
#

i checked theres just people making it look nice

#

i wanna make the ai actually do something

dim kindle
#

like what

twilit lily
#

like not snipe me when im approaching from a mile away

#

and they start running away from the checkpoint

reef lintel
reef lintel
reef lintel
dim kindle
#

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

vestal perch
#

try lowering their speed

#

how close to the road is your tower?

dim kindle
#

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

dim kindle
#

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
glacial jolt
#

can someone help me debug my mission, can't get the troops i want to enter a vehicle

broken inlet
#

No crossposting please, also for people to help you they'll need a better issue description

#

@glacial jolt ^

prisma oyster
#

@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

glacial jolt
#

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.

prisma oyster
#

First I tried to get them to enter a boat
how?

glacial jolt
#

with both "Get in vehicle" waypoint and "Get In" waypoint

#

neither would work

prisma oyster
#

mods?

dim kindle
#

get in nearest stick ontop of vehical

glacial jolt
#

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

dim kindle
#

have you also tried placing a transport load waypoint for the vic

#

and syncing the two

glacial jolt
#

There's only a transport unload in my waypoints

dim kindle
#

also on the get in waypoint put in activation field sqf "unitname1" && "unitname 2" && "unitname3" assignAsCargo "vehicalname";

glacial jolt
#

if you have a minute, do you mind if I stream my editor for you in the general_voice?

dim kindle
#

sure

dim kindle
#

whats the command for a trigger to go off when an object is inside of it?

hushed lotus
#

I like to uΕΏe ΕΏomething like if *x* inArea thisTrigger;

dim kindle
#

does that actually work?

hushed lotus
#

It does. And you don’t need the if JuΕΏt x inArea thisTrigger

#

Set Type and Activation to None and when the condition is met, it will trigger.

prisma oyster
hushed lotus
#

It’s juΕΏt part of my orthography and how I learned to write.

prisma oyster
hushed lotus
calm forge
#

Do I need a script to get the AI to use searchlights?

broken inlet
broken inlet
dim kindle
#

@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

hushed lotus
#

Yeah, an Ergodox EZ.

#

!alive 0, !alive 1, !alive 2, !alive 3

dim kindle
#

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

plain gale
#

_unit inArea thisTrigger AND NOT alive _someDeadUnit

#

AND = &&
NOT = !

calm forge
broken inlet
#

ah

plain gale
#

πŸ˜„

broken inlet
dim kindle
#

ok so unit variable name inarea thistrigger && !alive unit name;

#

that?

plain gale
#

yes

hushed lotus
#

That would work, yes.

dim kindle
#

no way

#

did i really just write arma code by myself

plain gale
#

Why not test it πŸ™„

broken inlet
plain gale
#

You will write much more once you get addicted, don't worry.

dim kindle
#

if this works im going to pee myself

#

IT WORKED

hushed lotus
#

Yay

dim kindle
#

dude it actually worked!

dim kindle
#

whats the or command? just or?

prisma oyster
#

or or ||

#
alive player and not alive theEnemy

not alive player or not alive theEnemy
dim kindle
#

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?

prisma oyster
dim kindle
#

wait hang on

prisma oyster
#

trigger's condition no? ^^

dim kindle
#

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

eager hull
#

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?

prisma oyster
eager hull
#

should've guessed

dim kindle
#

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?

prisma oyster
dim kindle
#

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

prisma oyster
#

"&& all the group units in this area" then?

dim kindle
#

but what would i put in that would stop the other trigger going off until they leave?

#

oh

#

@prisma oyster feel dumb now ;p

prisma oyster
dim kindle
#

whats the command to do that?

#

to check if all units in x group are inarea?

prisma oyster
#
units theGroup findIf { not (_x inArea theTrigger) } == -1
dim kindle
#

HOSTAGE inarea thistrigger && HVT inarea thistrigger or !alive HVT && RESCUE inarea thistrigger;

#

do i put that at the end?

prisma oyster
#

maaaybe πŸ˜›

dim kindle
#

@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

prisma oyster
dim kindle
#

@prisma oyster where exactly do i put those?

prisma oyster
dim kindle
#

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

last aurora
hallow steppe
#

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

dim kindle
#

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 ?

dim kindle
#

i have a nice big gun but nobody is requesting it 😦 i requesting works tho ( did it manually to try) but the AI does not seem to request support from me yet

wind raptor
#

I am fairly sure that vanilla AI does not request support at all.

rotund comet
#

hello. i came back to mission making again, now this flare hotkey doesn't work anymore. i can't understand why

#

nvm πŸ˜„

dim kindle
#

anyone know what determines how high ai fly air vehicles they seem to stick close to the surface for me ~50-100m

dim kindle
#

also yey the finally used my big artillery πŸ™‚ no idea if i hit anything but i feel warm and fuzzy seems like NR6 knows how to call in

light nest
#

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

celest oxide
#

I’m pretty sure it does that automatically so long as you are in the same squad with them

light nest
#

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

past sun
#

@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.

light nest
#

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

sacred schooner
#

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.

oblique cape
#

is there any way to change the scale/size of an object (specifically animals)?

broken inlet
#

setObjectScale command @oblique cape

#

take a look at the wiki page of that

oblique cape
#

ok thanks ill try that

#

does that command also work with vehicles?

prisma oyster
#

yes

dim kindle
#

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 ?

dim kindle
#

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

reef lintel
#

tons of eventhandlers and checks for mission objectives, while {true} do {if (points > 1000) then {win scenario} or something like that.

#

requires scripting knowledge.

dim kindle
#

@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

reef lintel
#

better to stick to #arma3_scripting, so the collective intelligence can help and learn

prisma oyster
dim kindle
#

: ), anything i should know before even starting on this

prisma oyster
fast ginkgo
#

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 ?

prisma oyster
fast ginkgo
prisma oyster
#

I don't think the AI sees the loaded vehicle at all?

fast ginkgo
#

Mentionned helo pilots, but a VTOL would be perfect as well (thinking of the vanilla one)

fast ginkgo
#

As if there was an obstacle at the landing spot

keen jolt
prisma oyster
#

I would have not expected the AI to be impacted by the fact of having a cargo or not!

fast ginkgo
#

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

dreamy solstice
#

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

wind raptor
#

To get inside?

dreamy solstice
#

yeah for the camera to be positioned inside the plane

wind raptor
dreamy solstice
#

thank you

vestal perch
#

eden editor does not have character movement?

quaint star
#

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

harsh rune
#

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

keen jolt
#

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
harsh rune
#

Great

#

And how do I have them speak but by my own dialogue or script ?

harsh rune
#

How do i put the disable AI right? @keen jolt

keen jolt
#

I thought you said it's for static poses?

harsh rune
#

It is

small patrol
#

Why you need to make them no head movement when you're shooting a photo?

pine garden
#

this enableMimics false

small patrol
#

^This tho this question doesn't make any sense if it is for a still image

pine garden
#

It does make sense. The idle mimics can make the unit look undead. Eyes looking around, head raised from the ground etc

pine garden
#

Perhaps a better way to make them less lively would be assigning a dead mimic to them with the artwork supporter

harsh rune
#

How do i do that?

#

exactly?

#

Could you tell me?

livid mantle
#

i dont even know

#

has anybody had this issue and if so how did you fix it

pine garden
# harsh rune How do i do that?

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.

harsh rune
#

Ok

#

And how do I put it to where the AI is firing for an animation?

#

And gunfire is coming out of their weapon

rotund comet
#

can i improve a single player scenario with headless clients?

plain gale
#

Yes and no

#

If the single player scenario supports hosting and has a slot for a HC then yes.

rotund comet
#

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?

plain gale
#

Maybe you should not throw more cores at it but instead start optimizing

rotund comet
#

ok thx

sinful zenith
rotund comet
#

i don't mind how to start it. i played some antistatsi. there you have to open a lan server

pine garden
harsh rune
#

Where can I find it?

pine garden
#

On its workshop page?

harsh rune
#

Thanks

dim kindle
#

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 didn’t explain this good, im kind a new to arma

last aurora
#

see "ANIM"

dim kindle
last aurora
#

better learn it fast then πŸ˜‰

dim kindle
#

I don’t know what to do with this information

last aurora
#

how do you add the anim to the character?

dim kindle
#

Edit the character, then go to β€œobject:ambient animations” and select the animation

last aurora
#

gimme a sec

#

do you have mods loaded? i can't find ambient animations

dim kindle
#

Yea

last aurora
#

what mod?

dim kindle
#

Lemme check

#

I think its Whiplash Static Animations

plain gale
#

He got 3den Enhanced loaded

dim kindle
#

I think thats the mod that provides the animation, its only one of many mods though

dim kindle
plain gale
#

Probably a conflict with other mods.

last aurora
#

init field:

this switchmove "animation name";```
#

animation name is what the animation is called ofc

dim kindle
#

Weird, it worked the other dat

dim kindle
last aurora
#

i guess so

dim kindle
#

Where do I find the animation names?

last aurora
#

in the animation viewer

dim kindle
#

And where can i find that? Sorry lol

dim kindle
#

Thank you!

prisma oyster
#

didn't you mean… Praise the Sun \[T]/

last aurora
#

πŸ˜„

dim kindle
#

most people here will not comprehend the beauty of the sun

plain gale
#

Most ppl in here won't see the sun due to scripting all day πŸ˜„

dim kindle
#

lol

prisma oyster
plain gale
#

Oh, I am sorry for the your loss of "screen time" πŸ˜„

dim kindle
#

I am officially retarded

#

i still don't understand

shrewd pebble
#

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

dim kindle
shrewd pebble
#

ta

dim kindle
#

how do i make it so i can choose what playable ai i wanna control when i start the scenario ?

keen jolt
dim kindle
#

hmm ok πŸ™‚ i guess i will just stick to just selecting the player unit

kind prism
#

SwitchablesUnits?

harsh rune
#

How do I put it to where a soldier is helping a sitting soldier get up?

dense skiff
#

@dim kindle make it multiplayer but play by your self

dim kindle
#

πŸ˜„ ill see if i can figure that out

#

^^

dense skiff
#

YouTube

#

Is there a way to change the objective sounds when they are assigned

lusty star
#

how do i make an enemy that wont shoot back at my team mates but the friendly's shoot at them

wind raptor
#

You could take away all his grenades and empty his magazines with script 😈

lusty star
#

ok thx

green hearth
#

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

placid prism
#

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

uneven leaf
#

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?

dim kindle
#

@uneven leaf make more end types

uneven leaf
#

how do i go about doing that

wind raptor
#

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 πŸ™‚

reef lintel
reef lintel
fallen vapor
#

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)

dim kindle
#

how do i get my units emblem as my armpatch

dim kindle
#

i barely understood those 0.0

wind raptor
#

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).

dim kindle
#

@fallen vapor can you stupidify it for me

last aurora
#

@dim kindle
if you want it to be visible on other servers, missions, vehicles:
https://units.arma3.com/

dim kindle
#

i already have the unit set up

fallen vapor
#

oh!

dim kindle
#

with a transparent backround too on the emblem

#

but i cant seem to get it to show up on my units

fallen vapor
#

are you attempting what audiocustoms is asking?

dim kindle
#

yeah

#

^^

fallen vapor
#

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)

dim kindle
#

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?

last aurora
#

units only works in MP iirc

#

if you test your missions in MP mode, it should show up

dim kindle
#

ill test in LAN now

last aurora
#

BUT

#

only if the uniforms and vehicles you are using are set up for it (modded vehicles, ect)

#

vanilla does support it

dim kindle
#

what about cup and rhs stuff

last aurora
#

CUP does support it

#

RHS should also

dim kindle
#

hmm it didnt show up

#

@last aurora Yep tested it, never showed up

#

am i doing something wrong?

last aurora
#

what size (pixel) is your logo?

dim kindle
#

512x512

#

@last aurora o_o

last aurora
#

size is fine.
did you select your unit in the launcher?

dim kindle
#

yes

#

lemme try again

#

it still wont show up!

last aurora
#

idk man...

#

are you in MP mode for sure?

dim kindle
#

i was hosting myself in upnp

#

im going to go to a vanilla koth server now

last aurora
#

you can launch a MP test within eden directly

cobalt stag
#

Is anyone able to help me with a splendid camera issue?

dim kindle
#

@last aurora how?

last aurora
#

top task bar > Play > multiplayer

dim kindle
#

no way

#

ive been doing this upnp shit for nothing

#

;0

last aurora
#

and he was today years old as he learned something new πŸ˜‰

dim kindle
#

you saved me tens of hours lol

golden marsh
#

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?

dim kindle
#

@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

plain gale
golden marsh
last aurora
plain gale
#

via the attribute?

golden marsh
#

Aye

plain gale
#

How do you know they are not simple?

#
isSimpleObject cursorObject

Can you test that in the debug console? (Just look at an object)

golden marsh
#

I check the box and they turn from yellow outline to a white outline

#

I also cannot check currently

plain gale
golden marsh
plain gale
#

Any mods loaded?

golden marsh
#

Loaded

#

I'll try vanilla next time

sacred schooner
#

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

fair apex
#

Where can I find information on scripting and using the debug console? Help documents or online sources?

neon rock
#

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?

uneven leaf
#

i can make an example for you

neon rock
uneven leaf
#

lemme try

uneven leaf
#

im making you an example

#

nvm

mighty vale
#

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?

dim kindle
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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

reef lintel
mighty vale
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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

last aurora
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@sacred schooner
Your description.ext seems buggy...
Can you pack your mission and send it to me?

plain gale
last aurora
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I need the whole mission to also check all modules and the overall mission setup / folder structure.
@plain gale

plain gale
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Right... my bad

last aurora
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np πŸ˜‰

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As I realize over the past few days while building a number of custom missions, there is a metric πŸ’© ton off stuff and points where a little πŸ¦† up can ruin everything 🀣

plain gale
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True πŸ˜„

vestal perch
last aurora
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easy money, baby πŸ˜‰

vestal perch
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πŸ™

soft canyon
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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?

last aurora
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is the moderator also admin?

soft canyon
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no. zeus slot is admin

last aurora
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are there dedicated moderator slots?

soft canyon
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yes

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is there a command in game as admin to give the moderator slot zeus perms

last aurora
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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
soft canyon
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considering its an official server.... i dont have access to do that

last aurora
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no joy then

soft canyon
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hmm. ive seen it done before

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where the game mod and zeus both had perms to zeus on the official servers

last aurora
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Β―_(ツ)_/Β―

vestal perch
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probably voted admin

last aurora
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could be

green hearth
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my russian soldiers are speaking in chinesse

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wtf

vestal perch
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also @soft canyon next time when no apparent channel fits a question, start at #arma3_questions smarts

green hearth
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even if i change their language they keep spealking in chinese

soft canyon
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half a thousand channels in here, lol

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first one that popped up as active

vestal perch
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that is not the right way to do stuff..

small patrol
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That's not how to select the proper channel...

green hearth
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do you know why?

vestal perch
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perhaps their identities are chinese

green hearth
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nope russian

vestal perch
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are they modded?

green hearth
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yep

vestal perch
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well then anything goes

green hearth
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but they where from the Rhs russian federation mod

vestal perch
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Does vanilla Arma3 even have russian voices?

small patrol
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Yep

green hearth
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yep

small patrol
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β€œBut” doesn't make sense, though. You can re-define them via setSpeaker

green hearth
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i am ussing 3den editor

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to change their stuff

vestal perch
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any other mods?

green hearth
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im not very good at scripting xD

vestal perch
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maybe something else breaks rhs

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or there is a bug in rhs

green hearth
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maybe they are talking in vietnameese

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because i have the unsung mod

vestal perch
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that may be.

small patrol
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This info doesn't mean anything in this context

vestal perch
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a lot of mods == likely some of them conflict

small patrol
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I mean Vietnamese part

green hearth
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i need the unsung because the mission is inspired in the 60s

vestal perch
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well first you test if RHS stuff works right alone

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then you test again with Unsung loaded

green hearth
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do you know any other mod for 60s equipment?

vestal perch
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and it it keeps happening then its something in unsung causing it

green hearth
floral ruin
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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?

last aurora
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..\documents\arma 3\missions

floral ruin
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yeah theres nothing there for me

wind raptor
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Documents\Arma 3 - Other Profiles\Porridge Cat\missions

floral ruin
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yes! thank you I have found the folder now

green hearth
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do you guys know any way to make a plane land

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im making a mission and i want a plane to appear with the show/hide command

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and then land in the airlfield

plain gale
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@green hearth

mellow fjord
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@everyone how do you get a trigger to active a module?

wind raptor
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Connect them like so: Right click on one of them > Connect > Sync to > Click on the other one

reef lintel
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dont tag everyone lol

last aurora
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u slo πŸ˜„

reef lintel
mellow fjord
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@reef lintel ah thanks

sacred schooner
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@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.

placid prism
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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

last aurora
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as zeus:
modules > respawn > whatever side you want to have a respawn

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@placid prism

placid prism
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so you just can't do it like you do in the builtin missions then

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where players don't spawn until you drop a respawn?

last aurora
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i'm not entirely sure, but
in eden, top task bar > attributes > multiplayer > respawn on custom position

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select respawn position

round pendant
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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 πŸ€”

last aurora
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cup terrains has snow

round pendant
# last aurora 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

last aurora
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not possible / available iirc

round pendant
sharp cradle
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hi guys

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can anyone help me with editor ?

prisma oyster
sharp cradle
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oh sure, sry

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i have custom buildings addons, and i have prison. So, I want to close all the doors at once, would it work?

vestal perch
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yes with correct script if the model is done correctly

sharp cradle
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i have custom buildings by mattaust

sharp cradle
vestal perch
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you have to write it yourself

sharp cradle
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but i dont know how

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can you help me with that?

vestal perch
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Im not familiar with that model but you probably can use series of animateSource commadns to trigger all door animations on the model.

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scripting commands wikipage for the command has examples on how the command works

sharp cradle
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iam begginer with editor, so sry

vestal perch
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thats alright. You just got to be brave and try things out if you want more advanced things

sharp cradle
#

yeah agreed

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but i need script now

prisma oyster
sharp cradle
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but i must pay right?

prisma oyster
sharp cradle
#

hm so, its free?

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i rly need help with that xd

prisma oyster
sharp cradle
#

oh

nimble trail
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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.

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Am I doing something wrong there?

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I'm on work computer, so pro paint graphics:

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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

prisma oyster
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iirc, if you wanted to skip 1-2-3 you only had to link #3

nimble trail
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they'd go through full loop fist, though, then unit would go from 2 to 4, non?

prisma oyster
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"non" πŸ˜„ afair

nimble trail
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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

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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?

prisma oyster
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I don't remember in OFP if "skip waypoint" "locked" the waypoint until trigger activation; it might have been the case

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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

nimble trail
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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 πŸ˜„ )

prisma oyster
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iirc from the OFP editing guide (paper!), it's a skip/lock trigger, not just "skip"

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the waypoint AND the trigger have to be ok to go next step

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but that's… like, old πŸ˜„

nimble trail
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ok, thanks. I'll add it to my Arma 5 whishlist πŸ˜„

plain gale
dim kindle
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any tips on making an ai cargo plane take off from a carrier and airdrop players?

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What do you want to drop on the players ?

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πŸ˜›

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nvm just decided to make it player controlled

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any general tips on editing with a carrier then?

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i was just joking around sorry 😐

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i didnt take any offence

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@dim kindle do you know how to use the cable jump thing for the jets

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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

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hey, you should join me if you want, my units could use players

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@dim kindle

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im playing arma for the sandbox πŸ™‚ also my pc is broken and my backup cant handle arma

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^^

rotund comet
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can i exclude areas from a Placement Radius?

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my guess is to ask this in "scripting"

dim kindle
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how do i make it so when a respawn point / tickets on a side end the game ends?

rotund comet
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@dim kindle i think you can steal that from any github arma koth fork

dim kindle
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if only i had enough iq points do know how to do that

rotund comet
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you make a mission?

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you know about init.sqf?

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also this gives much clue: BIS_fnc_endMission

dim kindle
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way too much work

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this is a no respawn operation now.

rotund comet
dim kindle
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nooope nope, no respawns

rotund comet
#

ye. focusing on playing is some what good.

dim kindle
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@rotund comet hmm, how do i set up halo jumps from a c130

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when the plane moves everyone just slides out

rotund comet
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who controls the plane?

dim kindle
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tried with both

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why

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@rotund comet

rotund comet
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cause the solution depends on that

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you wont need the real plane for that, even if you see it. but only if the AI does the drop

dim kindle
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??

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i want players to fly it

rotund comet
last aurora
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@dim kindle
you can not have people "walking out to the ramp" of a flying c130 in arma

dim kindle
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: (

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already replaced it with a sitting down one tho

last aurora
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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

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not sure if that was A2 or A3

dim kindle
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is there an easy way i can make it so that if one squad/group loses all their tickets the game ends?

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@last aurora

last aurora
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modules i guess... dunno

dim kindle
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ive done it already, thanks tho!

last aurora
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not what i was looking for, but still

dim kindle
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is it possible to set up a respawn for just one unit?

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in the same faction as others?

last aurora
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with some good scripting, yes

dim kindle
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is it going to take half a day?

last aurora
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more like months until you know what you are doing

dim kindle
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ill just make the unit independent

last aurora
lusty star
#

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

lusty star
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ok ill do

last aurora
#

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...

plain gale
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your dog on fire
notlikemeow

last aurora
#

now imagine what happens to the cat.......

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she'll still be in your house... and on your house, on the roof... the driveway...

plain gale
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Cats are fine with experiments, see SchrΓΆdingers Cat

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πŸ˜„

last aurora
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schroedingers cat in arma:
"is it dead or alive?"
"πŸ¦†in hell, it's so πŸ¦†ing dead!"
"but why?"
"because the mission maker didn't give us civs to commit war crimes on... just... this cat... in a box"

plain gale
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πŸ˜„

last aurora
#

i might have to tweet this...
i kinda like this eruption of mental diarrhea...

lusty star
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litterally nothing

last aurora
#

see? un-pre-dictable

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πŸ˜„

lusty star
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ok?

last aurora
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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

lusty star
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yes thats an good analogy

broken inlet
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Sounds about right

last aurora
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πŸ’© ...
i'm starting to get philosophical and post tweets from the wrong account...
time for bed

plain gale
#

time for bed'
Wait what?

lusty star
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oh god

small patrol
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Not working silly jokes detected

lusty star
#

yes

last aurora
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Β―_(ツ)_/Β―

last aurora
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No. Already in bed and about to fall asleep to the calming voice of the lady who's over dubbing the space documentation 🀣

kind prism
#

In 3den what is Alt + S? it makes selected entity icon turn grey.

broken inlet
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simple object

kind prism
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ohhh

broken inlet
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grey icon = simple object

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there's also a keybind to disable simulation and enable dynamic simulation

plain gale
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*modded Eden only

broken inlet
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Huh

long dune
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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?

long dune
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I have.

drowsy geyser
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then i dont have a clue, that normally fixes it

prisma oyster