#arma3_editor

1 messages · Page 48 of 1

dim kindle
#

Im trying to create a mission where players in the game can place there own individual spawn point using a tent or any other item but I do not know how to do this

#

any help?

broken inlet
#

so you just need to set up the respawn settings and give them those

dim kindle
#

oh ok thanks

sturdy jolt
#

Hey yall I got a quick question
so I'm doing a tank mission, and I'm trying to set up a point where a tank will ambush the players, my question is, hjow do I get the tank to stay quiet and wait, until they hit the trigger, at which point it'll start moving and shooting

uneven leaf
#

I have a small problem, im using the eden enhanced mod and im using the ambient animation option, i put it to play the watch animation, so the unit can guard, but when i kill the unit the bodie just falls straight through the ground

plain gale
#

@uneven leaf What do you expect? A dead unit dancing?

uneven leaf
#

no

#

i expect it to stay part of the map

#

and fall to the ground

#

not just fall straight through it so its just a gun left

plain gale
#

It doesn't fall through the ground for me

#

Any other mods?

#

Are you using Attach and Can exit?

uneven leaf
#

im using can exit

#

not attatch

plain gale
#

I cannot reproduce that issue.

uneven leaf
#

if i use attatch will it be fixed?

plain gale
#

Try it

uneven leaf
#

will it make a difference if use vannilla units?

#

im using the cup takistan millitia

plain gale
#

It might be. Idk

prisma oyster
#

Any other mods?

uneven leaf
#

32 including eden enhanced

prisma oyster
#

Start with that
Add them one by one to check what does what

uneven leaf
#

i think i found the problem

#

if i shoot them in the back they dont die instantly, (im using ace) so they exit the animation, but if i shoot them in the head they die instantly so the are still playing the animation

#

any ideas on how i fix this?

harsh rune
#

How do i make gunfire visible like there is a gunfight, because i tried using Polplox's fake fire and it does not work for some reason

#

and is there animations for JM's Legion? for shields and spears

harsh rune
#

Are there any animations that handle utilizing a shield

last aurora
#

not in vanilla arma afaik

harsh rune
#

im using JM's Legion mod

sick abyss
#

I have fallen in love with the South Asia map

dull magnet
last aurora
#

if even, then with the stuff that came with the Contact DLC

broken inlet
#

nah pretty sure heli dlc added those

#

they're called fuel bladders or something like that

last aurora
#

for real?

#

never seen them

broken inlet
#

Yeah I think so

#

both the actual thing holding the fuel and the bed under it

last aurora
#

crazy... you're actually right

broken inlet
dull magnet
#

I will have a look

#

thanks by the way

last aurora
#

@dull magnet
props > structures (altis) > military > fuel bladder

dull magnet
#

Alright thanks ! Found it !

rotund comet
#

i am missing some syntax to google. is there somthing to make placed objects like map objects? my ai navigates bad through manually placed structures. is there some kind of hidden wall so they avoid driving into it?

prisma oyster
#

not really

rotund comet
#

does this behave different if you have made the object as "simple" and simulation disabled?

bold wraith
#

Hi, quick question does continue apply to while loops?

keen jolt
#

yes

delicate grotto
#

So, I've discovered something mildly annoying. All maps have a "base" wind speed that the wind speed can't be dropped below using Zeus or normal Eden editor environment tools. Does anyone know of a way to change this without creating a whole new map?

#

... Maybe setWind will work.

#

setWind works.

patent steppe
#

Map Wind
If using ACE :
Addon Options has an ACE Weather choice that has an option for built in map wind.

vestal perch
#

@rotund comet no. And if you build things out of parts AI cant navigate that kind of constructions. AI navigates on objects by model incorporated paths.

#

so basically, AI wont work with massive compositions

#

and there is no way around that

strong marsh
#

Does anyone know if the Bastion object in the editor (livonia DLC) is able to have its castle door open??

#

Ok nevermind but different question. The doors are able to be opened, but what about the

vestal perch
#

@strong marsh?

strong marsh
#

@vestal perch I don’t see any special state to open the doors in the object, so I could like control it with a script. But I spawn in with a civ and I can open the doors

#

I want it to spawn with the doors locked and after a certain time unlock

wet drum
#

how do i make captain scott millers character play an animation (changing variable name changes his face), can anyone advise please?

vestal perch
#

playMove switchMove commands?

thorn wyvern
#

this setIdentity "Miller" will reset the face back to the correct one

wet drum
dim kindle
#

how do i make a vehicle only spawn when the player role inside it is selected

broken inlet
#

trigger with an "alive" condition thats synced to a show/hide module thats synced to the vehicle could work @dim kindle

dim kindle
#

0.o

broken inlet
#

have the vehicle be hidden by default and then
if "unit alive" -> trigger activates show/hide module -> module shows the vehicle

#

^ not actual code

dim kindle
#

@broken inlet hidden how?

broken inlet
#

using another show/hide module

dim kindle
#

??

#

@broken inlet alive checks if theyre dead th0o

broken inlet
#

?

#

if you have a unit called "unit" thats alive and do "alive unit" (not real code), that should return true

#

!alive would check for dead

onyx aurora
#

Is there any way to widen the display in the briefing tab?
I'm wanting to put an image in there but it won't fit and scaling it down blurs it too much

last aurora
#

no, unless you want to go deep into UI elements coding/scripting

#

and even then i'm not sure if that's possible

onyx aurora
#

Ok, thanks.

boreal oar
#

Might be better in scripting or just the ask_questions_here - not sure... (scripting / debug ... but for an editor application)

Hey all, I'm trying to set up a something in the editor where a script spawns a vehicle. Ideally it would have a specific paintjob that's not one of the default spawns (but DOES exist in the garage). I understand this is possible w/ _vehicle setObjectTextureGlobal [0,"texture"];

The problem I'm running into is getting the Texture names. I've tried naming a sample vehicle as "VehTest", and then running the scenario and using _texture = getObjectTextures _VehTest; and having the first slot watch for _texture ... which I think is the correct usage (I'm a newb on the debug console)??? But I'm not seeing anything in the watch window. Am I missing something?

#

TIA

wind raptor
#

For the watch field, just getObjectTextures VehTest would suffice.

boreal oar
#

Thank you!

shrewd flicker
#

hey guys, i have a BRDM that will be spawned by a TMF wave spawner in a trigger. Than, I have another trigger (which will be triggered after the first one) to skip waypoint "hold" of the BRDM. However, that is not working. Could be the issue with the wave spawner?

Beacuse I have the thing working on different car that is already there, not spawned by wave spawner...

#

yeah removing the brdm from the wave spawner will work 🤣 but still concerned about the answer

reef lintel
#

I guess your trigger needs a reference to the brdm.

round pendant
#

sorry to butt in on the chat, but would using unsimulated simple vehicles be better performance savers than the wreck objects if i was to use a good few?

reef lintel
#

Yeah simple objects are the best for performance

#

Assuming the wrecks are not that already

round pendant
#

from what i can see i can only disable simulation for the wreck objects (ural, orca etc) whereas a vehicle like HEMTT or a hatchback i can enable as a simple object etc

#

so simple it is i guess 😄

reef lintel
#

Ah well its possible that the wrecks are simple by default.

round pendant
#

hmm any ideas how i could check if they are?

reef lintel
#

Dont know. Maybe @prisma oyster has an answer

round pendant
reef lintel
#

Oh whoops what

#

Rip me

round pendant
#

ye last time i was chatting to him he was but a simple veteran moderator tsk tsk

round pendant
prisma oyster
sacred briar
prisma oyster
gray arrow
#

i am trying to put a backpack in as an item into a units vest because the unit im in uses TFAR

#

ive tried addItemToVest but it doesnt seem to work

boreal oar
#

Not sure, but can you add an inventory container to another inventory container? I know backpacks can go in crates, vics, etc. But can they go in vests?

fading goblet
#

If the vest is big enough, sure you can

#

Although I so believe most gear items have limitations to where they can be placed (eg. backpack can't be placed in Vest slot), so could be that it's locked from non-containers... In that case it becomes #arma3_config

delicate grotto
#

Help? Trying to use the CUP Takistan civilian units in the Civilian Presence Module. It's claiming that I'm missing an open bracket, but I just copied the code from the bistudio wiki and slapped in the class names.

_this setUnitLoadout selectRandom ["CUP_C_TK_Man_02", "CUP_C_TK_Man_04", "CUP_C_TK_Man_07", "CUP_C_TK_Man_08", "CUP_C_TK_Man_01_Coat", "CUP_C_TK_Man_03_Coat", "CUP_C_TK_Man_05_Coat", "CUP_C_TK_Man_06_Coat", "CUP_C_TK_Man_07_Coat", "CUP_C_TK_Man_01_Jack", "CUP_C_TK_Man_02_Jack", "CUP_C_TK_Man_03_Jack", "CUP_C_TK_Man_04_Jack", "CUP_C_TK_Man_05_Jack", "CUP_C_TK_Man_06_Jack", "CUP_C_TK_Man_08_Jack", "CUP_C_TK_Man_01_Waist", "CUP_C_TK_Man_03_Waist", "CUP_C_TK_Man_04_Waist", "CUP_C_TK_Man_06_Waist", "CUP_C_TK_Man_07_Waist",];

umbral star
#

Okay so. I've run into a bit of an issue when it comes to something in my mission. This might be a little too complicated to do however I'm hoping it won't involve me spending 5 weeks on it.

For this mission, players will be paradropped via H-21 helicopters before moving to secure a landing site. This landing site originally was going to be tied to a trigger that would simply spawn everything in when they moved into Pyrgos but I've decided to make it a little more involved and in turn, complicated for myself. I wanted to have the helicopters fly over and drop off the "supplies" in order to build the landing site, using the build feature I've seen used in the campaign and in DRO however I have no idea how to do it and I'm not sure I can ever have the objects that they're attached to be moved let alone para dropped. So my questions are-

  1. How do I set up the build function on an object that will allow players to set up objects.
  2. Can these objects once set up to build said fortification be moved around like an ace object and loaded into the cargo of a vehicle.
  3. Do these items need to be pre-placed in order to build what is already set up or can they be sat say, in the middle of a field, be built and the build objects attached to the original object be set up in a pre-place position?
keen jolt
umbral star
#

Damn. Alright I'll have a scout around to see if there's some type of mod for it, otherwise it's triggers

keen jolt
#

but learning sqf isn't that hard if you've done programming before

#

it's a pretty straightforward language

umbral star
#

If there's a video for it I'll sit down and try to learn it, but this is for like 1 zeus mission

#

Never to be used again

dim kindle
#

@umbral star I understand it's not easy to write down, but your description of the exact gameplay functionality is a bit vague. I'm stuck with questions like: what kind of objects do you want players to build? Simple objects, turrets, or compositions? How are the dropped resources "used" gameplay wise in building? And are players given freedom to place these everywhere? It could save you a lot of headaches if you could restrict one of these aspects.

umbral star
#

Well to explain it a little better or attempt to. The things being built would be like a couple of crates and sandbags to set up a defined drop zone, boarders if you will with some medical tents and an area to store ammunition that will be dropped later. These objects can not be moved, they are completely static and mainly used as cover and as a landmark for pilots

dim kindle
#

I recommend this, because even if you managed to cook up this gameplay functionality, you'd still need to troubleshoot it in multiplayer before showing it.

#

OK

umbral star
#

Yeah we have grad trenches already. This seems like it will be a headache so I'll just get them to set up trenches around the area

dim kindle
#

You could script a paradrop of crates that drop on each location, and have "engineer" units get an addaction to turn those into the tents, crates, and sandbags you like.

#

So you are restricting the locations beforehand. This is doable.

umbral star
#

Yeah, but, the creates "containing the supplies" would be paradropped in via helicopters piloted by players so the pilots are sitting on their hands

dim kindle
#

Paradropped? Or sling loaded? That would make it more interesting for everyone involved, and give more control.

umbral star
#

Well the crates would be loaded into the cargo using ace, then as they approach the boxes would be dropped. I was thinking they would act as regular boxes until they hit the ground in which they hit a trigger and turn into a static object you could hold space on to "build"

#

But in all honesty this sounds like a major league headache

#

Especially for something for just one op

#

So I'll probably set up something for when they walk away and hit a trigger it'll just spawn all the pre-place objects

dim kindle
#

I do not think you have to fuss too much about the air dropping part.

#

I would still recommend sling loading, since parachute physics are not exact in Arma, and it will be very complex to script movement of the crates once they are on the ground. You could simply place an addaction in the init of each crate, that allows players to transform it into your medical tent etc.

#

the addaction would be the only scripting part, as far as I can tell here.

umbral star
#

We'll see how it goes. I got a week to get this done

dim kindle
#

Good luck.

#

Feel free to drop specific questions in the scripting channel 😄

umbral star
#

I will try

dim kindle
#

insert yoda meme

sinful zenith
fast ginkgo
#

Hey guys!! Is it possible to change respawn "type" in mission parameters (through the description.ext), for example on mission start through the mission parameters, the player can either chose to respawn on a custom position, or disable respawn and instead switch to squad member on death ?

#

So switching from Respawn=3 to Respawn=2, if i'm not mistaken

gray arrow
sinful zenith
#

but they won't be on your back if they are in your vest

elfin harness
#

<new to using Zeus and all this stuff

keen jolt
#

They're multi part objects

#

What you do only moves one part
Also you're using setPosWorld
Even if it worked that sets the model center

elfin harness
#

I'll be honest, all I had been doing was placing the items where I wanted them and saving the sqf

#

It was funny pasting in the sqf and seeing the ships at the bottom of the ocean

placid delta
#

Does anyone know a simple way to have units spawn with no gear on their initial load-in? (So that they can get their equipment from an arsenal box, for example)

quartz spade
placid delta
#

Can that be done in the unit's Init?

quartz spade
#

Yes it can. this removeAllWeapons

placid delta
#

ah nice

#

thanks

quartz spade
#

Or removeAllWeapons this
I always forget the order :confounded:

leaden ermine
#

hey quick question, in the eden editor why do backpacks that are static props move about, or shift back to default rotation, ive got a backpack im laying on the ground so idisabled simulation and made it a simple object, but it still moves. just wondering, thanks 🙂

prisma oyster
leaden ermine
#

hmm, is there a way that i can fix it so it stays put? im specifically making a casualty collection point so im using a medical backpack i found in the props tab and just laying it down on its back. thanks 🙂

deft barn
#

Hello everyone, I would like to ask who has made. PTC file particles related tutorial, very grateful

placid delta
#

In Zeus missions, has anyone else ever run in to "insufficient resources" and know how to resolve it?

placid delta
# quartz spade Or `removeAllWeapons this` I always forget the order :confounded:

So I tried a couple things...
I started with

removeAllWeapons this; 
removeGoggles this; 
removeHeadgear this; 
removeVest this; 
removeUniform this; 
removeAllAssignedItems this; 
clearAllItemsFromBackpack this; 
removeBackpack this;

but what I found was, while it worked, it also stripped the corpse down to the underwear when the player died and ragdolled.

in the hopes of having it not apply to the ragdoll, I tried this, but it didn't seem to work at all:

removeAllWeapons player; 
removeGoggles player; 
removeHeadgear player; 
removeVest player; 
removeUniform player; 
removeAllAssignedItems player; 
clearAllItemsFromBackpack player; 
removeBackpack player;

Does anyone know what method I might be able to use to have the unit's equipment removed on initial spawn, but then have it not run again when the unit changes to a ragdoll? (so that the equipment stays on the dead body rather than the body becoming "naked" after death)

Not sure if this belongs in #arma3_scripting

quartz spade
#

Can you elaborate on this? removeAllWeapons this; Only executes at mission start, it should not be able to run again. Did you add it to the init field of the playable units?

Tests on my machine shows that players lose everything to the underwear at mission start. At death, they keep any equipment they pick up.

What result do you want from this? I don't believe I fully understand your intention.

placid delta
# quartz spade Can you elaborate on this? `removeAllWeapons this; ` Only executes at mission st...

so the behavior I was seeing was that they were getting stripped on death. what you were describing above was the desired behavior. we want them without gear on initial spawn because our players' expectation is that they gear up from an arsenal box in the spawn area.

this change to the init script seems to produce the expected behavior:

while { alive player } do 
removeAllWeapons this;  
removeGoggles this;  
removeHeadgear this;  
removeVest this;  
removeUniform this;  
removeAllAssignedItems this;  
clearAllItemsFromBackpack this;  
removeBackpack this
plain gale
#

@placid delta

_unit setUnitLoadout (configFile >> "EmptyLoadout");
#

one line to remove all items and other gear

placid delta
#

Does that work as-is, or are you implying "configFile" should be subbed for an actual config file in the mission folder?

plain gale
#

no

#

works as-is

placid delta
#

nifty, i will give that a shot then

#

appreciate ya

placid delta
#

@plain gale It seems like that worked initially, but does not apply for join in progress players. Any ideas?

plain gale
#

How and where do you execute it?

#

@placid delta

placid delta
sacred schooner
#

How would I add a re-spawn point for a side on a player character?

I've tried syncing a respawn module to a playable character and the code below.

They both work when they're objects, vehicles, AI. but if a player takes control (i.e. picks that role and the AI is no longer playing it), the respawn position get's removed.

[west, "Yellow","Yellow Squad Spawn"] call BIS_fnc_addRespawnPosition;

bronze moth
#

I made my first 2 steam workshop missions, can anyone try them out and give feedback? I know a pretty good amount about mission making but could definitely be better
also sorry if this is the wrong channel

bronze moth
#

Thanks

keen jolt
#

@bronze moth

I accidentally had the Unsung mod installed while creating this, and although I didn't use any assets from it, it is a required mod.
if you don't use any assets from that mod, first save the mission.sqm in unbinarized mode.
Then delete all references to Unsung in the file.
You can rebinarize the mission.sqm after that.

Be sure to keep a backup in case something goes wrong

bronze moth
#

I can try but I have no idea how to do that besides unbinarizing, thank you though I’ll try

keen jolt
bronze moth
#

Oh okay, I’ll definitely do it then thanks

#

This is only a problem with the two missions I have up currently, for the third I don’t have the mod loaded

#

Okay so I went onto the editor for the 1st mission and I don’t know what I did but I think I accidentally saved it while changing the map to part 2, if that makes no sense then in other words there is nothing on the map and I still have the scenario to play and whatnot but the editor version is gone. I can fix part 2 though

keen jolt
bronze moth
#

no no no I'm not talking about removing the mod, basically when I started part 2 I already had all the settings and flags on the map set up so I just used the same map, but I guess I accidentally saved it after I removed all the structures and people because now there's nothing there

keen jolt
#

ok

bronze moth
#

it's fine, i guess part 1 can stay the same at least i can fix the second

#

because people can also just skip the first

bronze moth
#

I think I fixed it for part 2, im gonna try testing it without unsung loaded

bronze moth
#

I have been getting rid of the parts but they keep being re-added for some reason, whenever i try to load it it gives me a "error loading the scenario"

plain gale
placid delta
trail brook
#

Hi, all.
I'm making a mission that begins with a "cinematic" helicopter entrance that the player spawns in. I have also set a blufor respawn with custom position set. In singleplayer everything works well, including starting spawn and respawn systems. The problem I am running into is when the mission is taken online. Even with startOnSpawn = 0; in description.ext within the mission file, It still takes you to the respawn menu.
Would really like to keep this helicopter bit in, as this is one of my friend's first operations in the game, and I thought it would add to the experience.
Thanks in advance.

prisma oyster
#

startOnSpawn is not doing what you think it does
Try respawnOnStart @Vargo#7340

#

oh.

#

@trail brook

trail brook
#

Oh shit thats probably it lol.

trail brook
prisma oyster
#

-1

trail brook
#

Tried that too earlier, spawned at 0,0. Will try again.

dim kindle
#

respawnOnStart = 0;

trail brook
dim kindle
#

maybe you have a } in the wrong place

broken inlet
#

can you post the entire description.ext?

trail brook
#

Yes, this is all that's in there.

#

respawnOnStart = 0;

broken inlet
#

hm

trail brook
#

that's copy and pasted

dim kindle
#

have you made sure it says ext at the end

trail brook
#

yup

dim kindle
#

are u using a function for the respawn

trail brook
#

as in the module thingy? Yes. I heard that might've caused an issue, so I added respawn_west to the init just in case. I can try making it a regular old marker instead.

dim kindle
#

yep

#

just make it respawn blufor on the module and do nothing to the unit

#

then go to multiplayer in the attributes and make sure custom respawn position is selected

#

if it all breaks again dm me and ill walk you through it

trail brook
#

okay let me try that.

broken inlet
bronze moth
#

So I want to use the trigger condition in my mode where when opfor is not present it will end the mission, except since there are multiple objectives how would I make it so that it only ends if all the zones have no enemies? And no, I don’t want to cover the whole map because then if the enemies run away it would be a large scale hide and seek

keen jolt
#
if ([trigger1, trigger2, ...] findIf {!triggerActivated _x} == -1) then {
...//end mission
}
bronze moth
median drum
#

["B_Ship_Gun_01_base_F","StaticMGWeapon","StaticWeapon","LandVehicle","Land","AllVehicles","All"] - MK45 Hammer derpWolf lAnDvEhIcLe

keen jolt
bronze moth
keen jolt
bronze moth
#

?

#

So I’m not putting this in the condition box?

keen jolt
#

no

#

on activation

bronze moth
#

I put it there, won’t let me accept it I get an invalid number warning

keen jolt
#

you have to edit it

#

and you have to remove the comments

bronze moth
#

oh okay, sorry I am not very in depth with the code parts of editing missions haha

bronze moth
keen jolt
#

...//end mission <- you have to place the mission completion code in here

bronze moth
#

am I supposed to change any numbers? It’s still giving me an invalid number error and I’m assuming it has to do with the -1 or _x?

keen jolt
bronze moth
#

well I just named the two I have down now as trigger1 and trigger2 since that’s already written in what you sent me

keen jolt
bronze moth
#

I think it works now, I didn’t get the error

#

so am i putting this new code into every trigger I make, but also adding more triggers (trigger3, trigger4)?

keen jolt
bronze moth
#

yep, I think I put it in the right place because there isn’t any error code

keen jolt
#

what did you put?

bronze moth
#

normal end mission code, "End1" call BIS_fnc_endMissionServer;

keen jolt
#

ok

keen jolt
#

if you name your triggers in a pattern you can make that code simpler

bronze moth
#

I just started the mission without anyone in one of the zones, it didn’t end

#

so it’s working

keen jolt
# bronze moth I could
_allDone = for "_i" from 1 to n do {
  if (!triggerActivated (missionNamespace getVariable [format["trigger%1", _i], objNull])) exitWith {
    false
  };
  true;
};
if (_allDone) then {"End1" call BIS_fnc_endMissionServer;};
#

all you have to do is change n

bronze moth
#

what’s this for?

keen jolt
#

your triggers would be trigger1, ... , triggern

keen jolt
#

just simpler

bronze moth
#

so with this do I not have to add every trigger’s name or what?

keen jolt
#

or change the pattern

#

"trigger%1"

bronze moth
#

so all my triggers are named trigger1, trigger2, etc. but then I use this code in them? i seriously know nothing about how this works

bronze moth
#

ok, am I still writing the name of every trigger in this one

keen jolt
#

no

bronze moth
#

oh okay, then I am just putting this code in every trigger but have to “change n”? thank you for helping i would not know what to do otherwise

keen jolt
#

trigger1, trigger2, trigger3, trigger4 -> n=4

bronze moth
#

ahh alright, so once all of the triggers are placed then let’s say the last one is 8 I would write 8 instead of n

keen jolt
#

yup

bronze moth
#

ok hold on I’ll place all the triggers and test it I’ll be back

#

yep I think it works now I killed all the enemies in a zone and it didn’t end, thank you so much

keen jolt
bronze moth
#

Well I’ll have to test that but there are 9 different zones right now across the map so it’ll take a second

keen jolt
bronze moth
#

alright I’ll test it

#

It finished the mission and also killed the helicopter pilot so I died immediately lmao

#

for context you start in a helicopter that lands in the main base

keen jolt
#

are you west?

#

blufor

bronze moth
#

as in blufor yes

keen jolt
#
{_x setDamage 1} forEach units east
#

kills all opfor

bronze moth
#

oh okay well it ended the mission when it killed everyone anyway so i don't need to test it again

dense mortar
#

Hallo, I've been having this issue where opfor bots (the playable slots that don't actively have a human in it) respawn on blufor respawn positions on occasion. I've tried using both the respawn map marker with proper variables for both teams and the respawn module (with the team selected). I'd like to keep the respawning bots, as its helpful for the co-op battlefield 2 mission style. Can anybody tell me how to keep them out of my spawn?

dense mortar
#

Ah I figured out part of it, they like to go to the first module, and they like to spawn on the random coordinate respawn that for what ever reason gets created next to the module.

grizzled scaffold
#

Need some somewhat niche help with high command - doing a manhunt gamemode, but in high command mode as soon as friendly units see the single player, they’re marked exactly on the map no matter what. Is there a way to remove enemy markers, or at least prevent the enemy from being marked constantly?

keen jolt
fervent swift
#

So I've made an 'opfor not present' trigger and synced it to an 'end scenario' module, but even though there are two opfor soldiers well within the trigger's reach, starting the scenario causes the module to end it immediately. Why is this?

keen jolt
#

just don't use the module

fervent swift
#

Somehow it suddenly works fine now.

grizzled scaffold
ruby sparrow
#

HC interface does that for some reason. I would say just don't use it

dim kindle
#

whats the best way to spawn an p3d object using empty/system markers?

prisma oyster
dim kindle
#

so i just make an empty sys marker give it a variable name then make some init.sqf to spawn whatever i want and prob use getpos setpos if needed?

prisma oyster
#

getMarker*Pos but yeah

dim kindle
#

ty

rain verge
#

Alright, Im trying to Make a multi-player Mission. I have spawn points, Vehicle respawns, and Player slots set up. I need figure out how to make an I&A scenario. Any good ideas on where to get started?

harsh rune
#

Anyone know how to put it to where AI are being cared for by medics but have blood and actual bullet wounds in their body?

flint cedar
#

A quick non script way is to drop them from a height 🙂

sudden anchor
#

how do I disable dying on start? I already disabled respawn on start but now i get killed on start. I can see it in the kill feed says (insertname) killed. Its a ravage mission if that helps

last aurora
sudden anchor
#

ya tried literally everything on that wiki related to respawning

#

I'm thinking maybe i need a script that respawns me instantly to last location on start and restores gear but make it a one time thing

sudden anchor
sudden anchor
last aurora
#

Then your initial respawn setup is borked, idk

sudden anchor
last aurora
#

👍

sudden anchor
#

ya even without a respawn system in place it still happens damn im stumped lmao

last aurora
#

something is fubar with our mission...

sudden anchor
#

haha indeed!

leaden ermine
#

... that moment when your making a really cool mission, and you go to open it the next day, but instead of open you hit the save icon, and without picking up on it yet, you go to select your save file... and your mission file gets blanked over since you saved your existing mission to a blank map rather than opening it.... stupid me.... anybody else just mindlessly mess up like this in arma eden editor?lol OOOF ... F for respect. lol luckily it was a small template

prisma oyster
#

backups

leaden ermine
#

yeah ive started to duplicate my files but i forgot to do it to this one lol

prisma oyster
#

if you can, use git 🙂 keeps a history of edits

leaden ermine
#

git? whats that ill have to look into it

plain gale
#

I have always wanted an optional setting which would make the editor automatically create a backup of the mission.sqm.

#

When saving it should first copy the current mission sqm and add the date to it and then save.

#

I might create a ticket.

cyan garnet
#

i'm just starting to get into making some custom compositions on arma 3 for personal use with my friend group, specifically for vehicles.

if one was to say that they want to strap a GAU-8 to an AE86, how would someone do that?

#

i know that attach scripts exist, and i've been using them to attach m2s and refueling cans onto vehicles.

#

but i don't exactly have a GAU-8 as a prop, if someone knows a good way to do this, it'd be much obliged.

(sorry if this aint the right channel for it lol)

vestal perch
#

@cyan garnet cant do it.

#

since you have no object for it

#

well there is a way but that involves you making the object first

cyan garnet
earnest needle
#
this addWeaponTurret ["gatling_20mm",[-1]];
this addMagazineTurret ["2000Rnd_20mm_shells",[-1]];
cyan garnet
#

ah i see, thank you.

cyan garnet
#

im at my very beginnings of screwing around with scripting so ye

earnest needle
cyan garnet
#

alright, thank u

silver stream
#

How do I stop units from automatically grouping?

#

or is that not possible

keen jolt
silver stream
keen jolt
#

don't place them too close
you can also ungroup them manually

silver stream
#

okay thx

keen jolt
#

if you need to you can move them close to each other after you've placed them

past sun
#

@silver stream you can disable that behavior from 3Den Settings > Preferences > Misc > Auto Grouping

topaz nova
#

Hello. Is there a way to get debug console created objects to show up in the editor sidebar as normal?

last aurora
#

wdym?

cloud sparrow
#

Yes, do not use createVehicle but dedicated 3den command instead.

topaz nova
#

Thanks. I was handed a script that uses createVehicle so I'll have to change all those calls.

fervent swift
#

So I want to set up a scenario where the clock is stuck at a certain point at night until blufor reach a town that they're supposed to hold against opfor. When Blufor reach the town, time starts ticking towards dawn while a carefully selected song starts playing at just the right time that it crescendos just about when the sun rises. How do I go about setting it up so the sun rises at the right time?

prisma oyster
fervent swift
#

Aha, so if I start the scenario with the time multiplier set to 0 and then make a Move waypoint with the OnActivation argument "SetTimeMultiplier 1", that would make it so time starts progressing normally only when the players are in the right place?

prisma oyster
#

you cannot have it at 0 iirc
but more or less yeah

#

please note, players with watches will see the time not going "properly"

fervent swift
oblique harness
#

when i setup multiplayer ops with playables, i cant spawn with the weapon loadout that i set in eden editor, how to i keep the loadouts on when you spawn in?

last aurora
oblique harness
#

Thx 👍

bronze moth
#

This is my first time trying to use tasks and basically what I’m trying to do is make it so that you can’t finish task 3 before finishing task 1. Using “trigger activated” just makes the task get automatically assigned when you finish the first task and skips the second. It’s kind of hard to describe but is there any way to make it so that you can’t complete a task until the previous one is finished?

wind raptor
#

Are you setting the task states using modules and triggers?

bronze moth
#

Yes

#

I think I got it to work by using the “=true” condition instead of triggerActivated

#

The reason why this was a problem was that the second task required you to go back to where you started and when you spawned in it would just complete task 2 and start task 3

wind raptor
#

The test is always whether the condition is true: triggerActivated MyTrigger is (implicitly) the same as triggerActivated MyTrigger == true.

bronze moth
#

It’s hard to explain but basically I was trying to make it so that the “task complete” trigger could only be activated once the other tasks were done but when I set it up with trigger activated, it just completed the task immediately

keen jolt
wind raptor
glad ice
#

i think that is for mods

keen jolt
glad ice
#

damn this server and its 200+ channels

bronze moth
#

Basically what I want is to make it so you can’t complete the second and third tasks before the first one is complete

#

But when I use “triggerActivated”, it makes it so that the task just gets assigned before you can complete the second one

#

What I want the triggers to do is become available to fire once the first task is complete, but instead of that they just fire immediately

grizzled scaffold
#

doing a sector control linked to spawn ai but the vast majority of blufor units kinda just... stand around by their spawnpoint

#

this is the exact same module setup as is supposed to be setup, and the exact same one that has worked before

#

i'm not entirely sure what has changed to cause this, but they just aren't really getting waypoints

bronze moth
#

are there any enemies they can see? you might have to turn up their courage factor and if they aren't required to fight exactly set them to "careless"

grizzled scaffold
#

i fixed it by just moving the spawnpoint lol, they're doing their thing now

#

sector control and spawn ai is a surprisingly good way to get an ambient battle going on in vanilla

wind raptor
bronze moth
# wind raptor Can you post the full condition statement of each (relevant) trigger?

I used an old tutorial for the tasks that involved “succeeded” and “assigned” triggers for each task, so that’s what that means. Taskassigned1 just says “true” because it’s the first task so it doesn’t matter. Tasksucceed1 says “!alive intel” and the activation is “any player present”. This is because the first task is to take some intel. The first task works completely fine, it’s the second and third that are problems. Taskassigned2 says “triggerActivated tasksucceed1;” and it works fine. Tasksucceed2 is “any player present”, and the condition says “this”. That’s because the second task is to move to a location. Task 3 is in 3 parts. Taskassigned3a says “triggerActivated tasksucceed2”, and taskassigned 3b and 3c say the same. Tasksucceed3 says “any player present” and the condition is “this”. That’s because the third task isn’t exactly one objective, but instead it gives you 2 minutes to prepare for an ambush and the “sub-tasks” are for planting mines and such. The real problem is that you can easily complete task 2 by going to the location before task 1 is finished, which will in turn start task 3. If I make the “tasksucceed2” have “triggerActivated tasksucceed1” as it’s condition, then the second task will just succeed immediately after task 1.

#

Sorry if this explanation is way too long haha

wind raptor
#

That is indeed a complicated explanation.

bronze moth
#

Basically to understand the problem just read the last few sentences

wind raptor
#

You can get rid of the first trigger entirely, if you place the task module without a trigger linked it will do its thing when the mission starts, just like when linking a trigger with true condition to it.

bronze moth
#

Oh, okay

#

Well it’s because the trigger sets a 5 second delay

#

Sometimes loading screens glitch out and when it appears at the beginning they may not see it if the loading screen is there

wind raptor
#

I believe the solution to your problem with tasksucceed2 is simple.
You need to combine both conditions, "Any player present" and triggerActivated tasksucceed1. You can do this like so:

this && triggerActivated tasksucceed1
bronze moth
#

Oh, okay I will try this when I am on again in an hour or two

#

Will this fix the problem entirely?

wind raptor
#

Well it will change the condition of tasksucceed2 to be any player present and tasksucceed1 has been activated, so being in the trigger area without Task 1 being completed will not activate the tasksucceed2 trigger and, similarly, having Task 1 completed but not being in the tasksucceed2 trigger area will also not activate the tasksucceed2 trigger.

bronze moth
#

Okay I'm going to test this now, thank you for this otherwise I would've been looking up things on google and it would not have been very reliable

#

This worked perfectly, thanks. Do I have to do this with the third trigger as well so the fourth works well?

wind raptor
#

Which ones are the third and fourth triggers?

bronze moth
#

I have not added the 4th yet, and in the message I wrote the 3rd is split into parts

#

Speaking of, I have been testing for the past hour or so and the 3rd ones will not succeed, I realized the problem may be that I was only using one trigger for three tasks but using 3 triggers didnt help

wind raptor
#

Taskassigned3a/b/c with condition triggerActivated tasksucceed2 should be good.
For Tasksucceed3 it might be good to change the condition slightly to avoid the trigger activating when a player passes through its area at some point before the trigger is needed: this && triggerActivated Taskassigned3a.

bronze moth
#

Well it’s confusing, the “succeed” triggers (there’s three now) don’t set off. I have the countdown trigger timer on them set to 120 (2 minutes I think) and they never fire for some reason so I may be stupid or something but otherwise there’s something wrong

wind raptor
#

What condition(s) are they using?

bronze moth
wicked linden
#

Anyone here got an idea on how to make certain objects(buildings etc.) light up on thermal imaging?I only found the setVehicleTIPars regarding anything for thermal vision.

last aurora
#

iirc objects need a thermal mask (to the model applied) and be heated up

wicked linden
#

Aw damn i guessed so but that would be way too much effort for what im trying to do rn.Ty for the quick awnser tho! 🙂

deft tree
#

Is there a way to load up a vanilla scenerio into the eden editor. I want to make a custom warlords scenerio but am not too keen on the thought of placing every asset individually.

deft tree
#

Ive tried editing the code of the missiom folders and then pack then them back into a pbo. But that seems to break it completely. So ove dropped back to the editor. Just hoping to get a jump start as I am new to the eden editor.

supple juniper
#

Really need some help with my Mission, I moved a mission file to a new map, and even though the classnames of the buildings on the new map are in the configs, the interaction to buy the house does not pop up, and input would be greatly appreciated (Willing to tip if you can help me solve this personally)

#

I would like to avoid placing new buildings and using hide terrain objects to redo every city in the map

deft tree
#

Ooftah. That seems like a lot of work
I am just starting to learn about the eden editor :o

supple juniper
#

I've got a fairly hefty modded life framework

#

Thats why I'm offering $$ Because it's gotta be somebody who knows what to do ahaha, I know a fair bit and I can't get this one figured out

deft tree
#

Do you know how to load up a vanilla mission into the editor. I cant seem to get it to work

supple juniper
#

wym vanilla mission, like a gamemode?

deft tree
#

Warlords
32 players. Whole island of altis. To be exact

#

MP_warlords_01.Altis
As it is known in the files

supple juniper
#

You should be able to move that to your singleplayer missions folder in your documents under your chosen arma profile

#

and open it in the editor

deft tree
#

In documents. Duuuur

supple juniper
#

take the entire mission folder and put it in the missions folder in arma 3 / missions, it should work

deft tree
#

I was placing it in the arma 3 direct files under steamapps

supple juniper
#

Yeah its just gonna recognize it as an MP Mission there

#

Pretty sure

deft tree
#

Done. Firing up arma now

#

Trying to create a mix of invade and annex with antistasi all mixed into the world of Warlords gameplay

#

Is there a way to lock assets in the "i" menu behind a trigger. Like you capture a small airport and gain access to transport helicopters but not attack helicopters or planes

#

That didnt work

vestal perch
#

word of an advice though. You learn a lot better when you do it from 0

deft tree
#

Having a template helps a lot though. Eventually I will build from the ground up. But for right now with my total eden editor knowledge at less then an hour, i am trying to get a boost up. I dont have the time for trial and error and all the tutorials I have looked at are ancient

#

Got it

#

Is the arsenal available to edit in the editor?

bronze moth
#

There's also scripts for ammo crates that make it so you can use the arsenal mid-game and set up your class

deft tree
#

Ok. I stated my question incorrectly. It is not the virtual arsenal I want to edit. But the request menu for the warlords game menu. In particular, the vehicles and aircraft section as I want to add more vehicles then is available.

deft tree
#

I accidentally loaded the eden editor with the enchance movement rework mod and now it wont let me load it up without the mod enabled. Is there any way to fix this?

plain gale
#

open the mission.sqm

#
addons[]=
{
    "A3_Props_F_Orange_Humanitarian_Camps",
    "A3_Props_F_Enoch_Military_Equipment",
    "A3_Props_F_Enoch_Military_Camps",
    "A3_Structures_F_EPA_Civ_Constructions",
    "A3_Structures_F_EPA_Mil_Scrapyard",
    "A3_Structures_F_Items_Vessels",
    "A3_Structures_F_Civ_Camping",
    "A3_Structures_F_Ind_Transmitter_Tower

Look for addons and remove everything which is related to that mod

deft tree
#

I tried that and it said it couldnt load it. Maybe i missed something

#

I will look again. Waiting to see if this vehicle respawn system works properly

#

Do i have to renumber all the "Items". Enchance movment is #8 and there is an item list that is 600 something large

#

Yeah i still get an "Error while loading scenerio" notification

prisma oyster
#

try opening a blank mission and merge it into it

deft tree
#

Hmm. Will try that next. For now another question

#

I am trying to make certain vehicles spawn for the players once a warlords section has been captured. Would connecting a vehicle respawn point with a warlords capture point via "set trigger owner" accomplish this? I want the vehicles to spawn only after the point has captured. So you capture some partially hard zone and get rewarded with a tank that respawns once every 20 minutes or so.

Or would i need to do something else to accomplish this?

#

The merging thing worked. Thank you so much @prisma oyster

I have learned my lession with mods and the eden editor lol

prisma oyster
#

glad to hear!

deft tree
#

Do you by chance know the answer to my previous question. I am pouring through tutorials. But honestly. I have no idea what i am looking for

prisma oyster
#

IDK the Warlords system so nope, not me

deft tree
#

Do you know invade and annex by chance?

prisma oyster
#

nope

deft tree
#

Because that game mode uses the same system i am looking for.

#

Damn

prisma oyster
#

I know SQF, C#, JS and my missions and tools, that's it 😄

deft tree
#

Know how to create a side mission? Actually. I think i can look that one up

#

I wounder if i can classify all the warlord positions as sidemissions with rewards.

last aurora
#

Warlords is a pretty deep hard-coded mission, relying on many specialized functions. Editing it to what you suggest requires a very deep understanding of the mission code an coding skills

prisma oyster
deft tree
#

Omfg I love youm thank you. I have some understanding of coding. Mostly due to monkey see monkey do...monkey fails and tries again. And again, and again, and again, until success is achieved. Failure is guaranteed. Success is strived for and will eventually be achieved. One way or another. @prisma oyster

worthy star
#

Hi! I would like to organize a campaign on the Indochina mod for this summer, but I need the help of someone who knows well in mission configuration in order to proceed with a scenario with self-managed bots, I I don't know much about it, but I know it's done on youtube, I've already seenit. Like, the NPCs move alone, defend the areas alone, and there is no need for zeus who direct control everything from A to Z
I have about 3 months to organize this, if someone can help me 🙂
Thank you in advance and have a good day 👋
(I already have bases in zeus, in creating a mission etc ... but absolutely no knowledge to configure this kind of mission)

deft tree
#

Trying to basicly merge invade and annex, warlords and antistasi into one game mode.

small patrol
#

That's wild

worthy star
#

Is that possible ? 😅

#

Otherwise, any mod wich provide the same thing but with the Modern Era ?

#

Like, speaking with civilians, inspect cars, etc....

deft tree
#

I have not seen any form of dialog options in Arma before. But have rarely explored in depth player created scenarios. I a assume it is possible but you would likly have to provide your own sound files for the dialog if you want audio. Othwrwise i imagine it would be possible to do so via text. Old man has some of that. So it is possible.

worthy star
#

So, it's not a mod ?

broken inlet
#

Afaik hearts and minds (mission) and alive can do dialog

#

aside from individual scripts

deft tree
#

No. Ai can be programmed via the base game. I set up a convoy that will patroll across the entire map. No dialog though

#

Are those options made available in the eden editor? @broken inlet

broken inlet
#

dunno, dont use alive much

#

and to use the H&M stuff you'd have to look at their license first etc

worthy star
#

How does Alive works ?

broken inlet
#

have a look at their website

worthy star
#

ok thanks

deft tree
#

I totally forgot alive existed

#

It kept throwing an error when i was trying to load up an antistasi scenerio. So i deleted ot and never looked back

cyan garnet
#

having a weird issue with my custom compositions. i created them previously in the VR space, they work fine, but their placement is a bit... odd?

#

they all face direct north like a friggin cult no matter their rotation in the editor.

#

i checked if they got attached to something, but there aren't any objects near them that they'd attach to.

sinful zenith
#

turn off the follow terrain thing

cyan garnet
#

i did that

#

i placed them fine in the editor

#

check screenshots

sinful zenith
#

🤔

cyan garnet
#

it's really odd

#

i've had it happen once before with my weaponized AE86s but this is the first mishap i've had with my humvees.

#

moved their positions from there to somewhere else, still the same issue. tried rotating them all i could but yeah, same thing

bronze moth
patent python
#

anyone had the issue of starting spawn not being on aircraft carrier regardless of type of respawn for MP

#

not sure if its my description.ext causing it or not understanding something in .ext vs an issue with the spawners and not understanding them\

gray arrow
#

are the Contact DLC's "defunct" items usable outside of Contact mode?

gray arrow
#

not there

prisma oyster
#

although… if it isn't listed there, then it is Contact data, therefore Contact only I'm afraid

gray arrow
#

damn

grizzled scaffold
#

do abandoned vehicles count towards the manpower cap of SpawnAI?

grizzled scaffold
#

also, is there a way to automatically destroy abandoned vehicles after a certain time, without putting anything in it's init box? obviously with SpawnAI i can't just add something to a vehicle's init box

#

(either that, or i need some way to insert something into the init box of any vehicle spawned through the SpawnAI module)

balmy yarrow
#

So, AI playable units can respawn on markers (and objects) named respawn_west (or whatever side) but not on any other method of respawning like modules or the BIS_fnc? Seems like an oversight to me. I really wanted to use the module so I could name the spawn and easily disable/enable as the mission needs. For some time I had it so the respawn modules themselves were named "respawn_west1" and so forth but this clutters the respawn menu because every repsawn doubles, one for the module and one for the name. I have changed to creating markers when needed but this way I cant name the location and its just that much more tedious to design. Any help would be appreciated.

harsh rune
#

How do i put it to where there is visible bullet holes, blood, wounds on an AI while doing a cinematic picture?

vestal perch
#

you can alter their health state

bronze moth
#

yep, set health to 20% maybe

harsh rune
#

How do i do that in editor?

#

how do i put in fake fire and make it visible in camera like visible on the end of the gun barrel?

bronze moth
#

there should be some artwork mods that allow that

bronze moth
finite grove
#

hey guys kinda new to the editor, looking for some help regarding triggers, anyone know much about them?

small patrol
#

What help? Vague question will only return vague answer

bronze moth
clever crescent
#

I'm making a mission with the Players having control over a VTOL Jet as a CAS asset, so I'm looking to place AAA to challenge them.

There is an issue with this however; The AAA I want to use does not fire at this specific VTOL - in fact the only thing that fires at it (that I know of) is the Surface to Air missiles on some of the vanilla vehicles.

I've tried with Vanilla, LAMBS and VCOM but it made no difference.

I've also tried reinstalling the mod its from and verifying my Arma.

Does anyone have any thoughts on how to make this work or should I just use SAMs to challenge them?

prisma oyster
#

it may be:

  • an AI mod issue
  • a VTOL configuration issue
  • a SAM configuration issue
clever crescent
#

I've tried with the two big AI mods and Vanilla, I've tried with Vanilla and modded AAA emplacements (I'm looking to use the auto cannons on them not so much the missiles) and to no avail.

But I spoke to someone else using the same mod as they didn't have this issue?

prisma oyster
#

then ¯_(ツ)_/¯

clever crescent
#

That's my current stage, but I kind of need to figure it out

wind raptor
#

What specific AAA and what VTOL are you using?

clever crescent
#

I'm using the Valkyrie from There is Only War Beta 5, and the AAA I want to use is the Hydra which is from the same mod.

That being said I'll use just about any AAA if it fires at the VTOL

wind raptor
#

Does your AAA have crew? It can't fire if it's an empty vehicle (yellow icon) or simple object (grey icon).

clever crescent
#

The AAA effectively fires at any other enemy flying vehicle I've tried

#

I should note that any AAA does perfectly track the VTOL, if just doesn't fire

wind raptor
#

Guess you'll have to ask the TIOW creators then, I have no further ideas.

clever crescent
#

The thing that thew me was the fact that it fired the SAMs front the vanilla AAA at it. I've got no clue why it did whilst nothing else fired

worthy star
#

Hello ! I have a question, is it possible for a Zeus to hear player speaking with Task Force Radio when he is flying in Zeus Mode (listening people the Zeus's watching) ?

wind raptor
#

Yes, there's a setting for that somewhere in the TFAR Addon Options.

bronze moth
#

I have a skip waypoint trigger set up to make a convoy start driving but it won't work, any tips on why this would be happening and how to fix it?

wind raptor
#

We'll need some more info: Who has which waypoint, which waypoint is linked to which trigger, what is the trigger condition and how are you keeping the convoy stopped / waiting?

bronze moth
#

I'm loading into the editor, I'll let you know

#

So the convoy is opfor, the trigger is a “skip waypoint, opfor present” and is 100m around the convoy. The condition is “triggerActivated tasksucceed3a” because this is the same mission that I was having my other problems with, and the convoy is being stopped by a hold waypoint. The trigger is linked to the hold waypoint with a “set waypoint activation” and then it has a move waypoint to the part of the road the players are near.

clever crescent
#

Is there any easy way for me to let my players edit the pylons on their vehicles mid mission without zeus interference?

wind raptor
#

Maybe somebody has created a scripted framework or a mod for that, but I don't know any.

wind raptor
bronze moth
#

Because for some reason it didn’t work when I made that trigger a skip waypoint one, I could try again though

wind raptor
#

If there are two things I hate it's triggers and waypoints.

#

Did you verify that the trigger activates with something like systemChat "Yay"; in the On Activation?

bronze moth
#

No I didn’t, and I think the trigger just isn’t firing for some reason or it’s a problem with the AI being stupid

#

Most likely a problem with the ai

wind raptor
#

Arma AI and convoys is another thing that doesn't really work, but they should at least attempt to start moving towards their next waypoint once the current one completes.

prisma oyster
#

please ensure the trigger* fires

kind prism
bronze moth
wind raptor
#

Does tasksucceed3a fire? Same validation method (with systemChat).

bronze moth
#

I mean I'm assuming it does since the task completes

#

I’m supposed to have it linked to the hold waypoint and not the move one, right?

wind raptor
#

I believe so, yes.

#

Can you try switching the HOLD waypoint over to MOVE and test with that? Trigger should not need to use the Skip waypoint feature in that case, just needs to be synched.

bronze moth
#

Hm, alright I can try but won’t the vehicles just start moving?

wind raptor
#

I'm hoping they'll move to the MOVE waypoint and then wait there because they can't complete it until all triggers that are synched to the waypoint have activated.

bronze moth
#

Okay so am I basically doing the exact same thing I had with the HOLD waypoint but with this one? (As in the skip waypoint and set waypoint activation and everything, because you’re not able to sync waypoints)

wind raptor
#

Yes:
HOLD WP becomes MOVE WP
Trigger is no longer set to Skip WP
Trigger is synched to the WP via Set WP activation

bronze moth
#

Alright, I’ll try it now

cold mason
#

yo

#

why i cant place no shit in my editor

#

its just transparent and i cant select anything

#

blufor opfor independent

prisma oyster
#

it's 'cause of that, here

wind raptor
prisma oyster
bronze moth
wind raptor
#

Ugh, no idea. We could try going through it on stream in one of the voice channels I guess.

bronze moth
#

I feel like I messed up on something simple but I have no idea what it could be, I tried putting the squad leader in the drivers seat of one of the vehicles and everything

wind raptor
#

Arma AI is cumbersome and can't really do convoys on its own, but more because the vehicles will try to avoid each other and slow down, stop or hit something in the process, not because they don't start driving.

#

Do the vehicles have fuel by the way? blobdoggoshruggoogly

bronze moth
#

Should I make them in different squads?

wind raptor
#

Waypoints and triggers were designed to be easy to use and powerful at the same time and that has been achieved to some degree, but to me (experienced in the Editor and in scripting) they're just cumbersome, annoying and usually don't do what I want or can't be used the way I need them, so my best tip is avoid all three: Triggers, waypoints and convoys.

bronze moth
#

Maybe I can just make it one vehicle then

#

The point is that an enemy convoy unexpectedly comes in and it has a BTR, transport truck, and a rover but I can just get rid of the truck and rover since the btr is the main problem anyway

wind raptor
bronze moth
#

Alright I can just get rid of the other two vehicles then and put some infantry walking near the btr so it’s more of a patrol

#

In that case, would that make the waypoint activation trigger and everything work?

wind raptor
#

That would be a miracle, don't count on it.

bronze moth
#

Oh, okay

#

I can only think of just putting them far away and drive all the way by the time the players get to that point, but it wouldn’t work at all since players take different amounts of time to do things so I wouldn’t do that

wind raptor
#

There's something else that's botched, but I don't know what it is.

#

You can scrap the HOLD waypoint, remove the vehicle fuel and then add fuel once the tasksucceed3a trigger activates.

bronze moth
#

I was able to get this easily working in another mode but to be fair it was the player’s waypoints and was not for the AI

bronze moth
wind raptor
#

You can disable their simulation or try to make your original idea with multiple vehicles work.

bronze moth
#

By the way thanks for helping

wind raptor
#

If only I could help

bronze moth
#

oh my god

#

it’s moving

#

why is it working after I deleted the other vehicles lmao

#

All the infantry got into the btr and then it went very fast into an at mine but they survived so it wasn’t too easy

in other words it works like I’d hoped

#

okay now thank you for helping

shrewd flicker
#

guys how can I add for example blood into this vehicle inventory in editor? I dont see the category with blood there

wind raptor
#

For Arma reasons, all the ACE medical items are scopes.

bronze moth
#

of course, when I see a wounded guy I just wrap a scope around his wound

shrewd flicker
dim kindle
#

think this is a better place for my question my bad

#

I'm trying to make a scenario where it has sector control, is there a way I can make it so that each side only loses tickets when someone dies? On mission start all sectors are owned by IND and Opfor have none. Both sides start with 200 tickets. However, straight away OPFOR tickets will begin 'bleeding' and they will lose tickets before anyone even spawns in. Is there a way I can make it so it just takes away tickets when people die?

fading goblet
#

You can make a custom respawn template (which is scripted).
Won't say it's easy, but it is possible

sweet jewel
#

Hi guys.
I wanted to know, what is the easiest way to make spawn point available only for a specific unit ?
I don't do a lot of multiplayer missions, I'm not very familiar with spawn points, etc ...

sweet jewel
#

Thanks

hard mantle
#

any idea how to get this to work? i kinda want a trigger to fire off when the player hasn't fired a shot after a certain amount of time has passed

small patrol
#

To detect one shots, use addEventHandler and "Fired" EH. Update predefined a variable like playerLastShot = time; so you can put playerLastShot+30 <= time like so, in this case the condition will be true when the one didn't shot for 30 seconds

hard mantle
#

so uhh i gotta put the trigger timer to timeout right?

broken inlet
#

nop

small patrol
#

No, no timeout is needed

hard mantle
#

oh aight

#

well too bad for me we cant upload images here so

broken inlet
#

You can link to images

hard mantle
#

oh yeah right

broken inlet
#

but what polpox said is basically
add an event handler to the unit (fired)
have a variable that measures the time since the EH last fired
make a condition in the trigger that checks when the variable is over x time

hard mantle
#

this is what i did

#

but of course it doesnt work

broken inlet
#

Afaik the eventhandler isnt added in the trigger

small patrol
#

Wha

broken inlet
#

you have to add it to the unit I think

hard mantle
#

damn aight

small patrol
#

Okay lemme write some

#
playerLastShot = 999999;
this addEventHandler ["Fired",{
  playerLastShot = time;
}]```^ this in the player's init
```sqf
playerLastShot + 30 <= time```^ Trigger's cond
#

Is this for a singleplayer mission, right?

hard mantle
#

yep

#

singleplayer

small patrol
#

Then fine to use init field

hard mantle
#

aight

broken inlet
#

Would you have to public vaariable that playerLastShot or?

hard mantle
#

wdym

small patrol
#

Yeah we can use setVariable and such but I don't think it's needed. Public is enough and simple to code/understand

broken inlet
hard mantle
#

ok wait what if i want this countdown to start only when after a trigger has been activated?

broken inlet
#

I'm not very experience with public variable stuff so

hard mantle
#

do i do it like this:
if triggerActivated t6 then [
]

broken inlet
small patrol
#

You can't pass/return private/local variables into/from EHs

broken inlet
#

xyz is the triggers variable name

hard mantle
#

ok yeah

hard mantle
#

also, the +30 means 30 seconds?

small patrol
#

Yup

#

You can change as you want

hard mantle
#

aight

#

the code still works if i set the trigger to be repeatable?

small patrol
#

Should be

hard mantle
#

im gonna try it out

#

oh yeah one more question

#

what's the 999999 value for

#

guess i'll just have to figure it out myself

#

argh cant seem to get it to work

small patrol
#

It's just a placeholder/default variable. If the default is 0, the trigger will fire after a bit since the mission start, even if you don't do anything

small patrol
#

Don't work how?

hard mantle
#

well trigger's s'pposed to fire off after 15 seconds like i set it there

#

but the instructor still doesn't say anything

small patrol
#

Are you sure about that triggerActivated t8 is true?

hard mantle
#

wait i got it to work now

#

but trigger fired off too early

#

i think it's cause of the 999999 value

#

i'll find a way to fix it

#

trigger only fired off once eventhough i set it to be repeatable

#

mm forget about making it repetable

broken inlet
#

btw I'm not sure how repeatable triggers behave, but depending on behaviour it might be good to add a sleep to the triggers action @hard mantle

hard mantle
#

alright

#

also it's working now

hard mantle
#

wait, shooting DOES reset the timer doesn't it?

#

in the code polpox provided

small patrol
#

It will. Why?

hard mantle
#

just asking]

#

cause i thought if it didnt might need another code where it does that

#

yeah okay it works now

#

appreciate the help

hard mantle
#

What I intended to do
Player acquires weapon -> Player doesn't shoot for X seconds -> Trigger is activated, instructor says something -> Player doesn't shoot for another X seconds again -> Trigger reactivates on its own, instructor says something again
(Basically trigger reactivates on its own every X seconds where the player does not shoot)

What I got
Player acquires weapon -> Player doesn't shoot for X seconds -> Trigger activates, instructor says something -> Is only activated once -> Player shoots, timer resets -> Once player doesn't shoot for another X seconds, then only trigger reactivates, instructor says something

wind raptor
#

One of the peculiarities of triggers is that they have to deactivate first in order to be able to activate again.
Once the condition is met, the trigger remains activated until the condition is no longer met; it can only reactivate after that cycle is complete.

hard mantle
#

Yeah..

#

whatever then, if i can't fix it then i'll just leave it be

broken inlet
#

you could try setting a max time in the condition

#

so it has to be at least 30 seconds but also no more than 50 seconds for example

hard mantle
#

how so? Like z <= x < y?

broken inlet
#

could do something like (triggeracti...) && (polpox code) && !(playerLastShot + 50 <= time)

#

I think that'd work?

#

But I'm not that experienced with sqf so it might not blobdoggoshruggoogly

hard mantle
#

oh, i didnt bundle up polpox's code into a .sqf file... pasted them right in the init of the triggers and units

#

well i'll still have to give it a shot

#

also there's one thing i found to be weird

#

last time i did player hasWeapon "rhsusf_weapon_m9" in the trigger cond field it didn't work

#

but if i do the same but wirh "rhsusf_weap_m9" it works

#

eventhough rhsusf_weapon_m9 is supposedly the actual attribute name for the weapon as stated in the CfgVehicles file

#

and so much for thinking that my previous scenario was broken, i deleted the entirety of it including the backups i had because the trigger wouldn't fire off

#

when all i had to do was just get the weapon name right

prisma oyster
#

if you can't figure out, step away from the keyboard, don't smash it 😄

hard mantle
#

assuming i'd ever smash my keyboard 🤏

#

i'm gentle with my stuff you know

prisma oyster
#

not with your files at least
just saying, when things are too overwhelming, drop them for a while before coming back to it

hard mantle
#

yeah

#

thing is i spent close to an entire day doing that, got extremely frustrated

#

took some breaks

#

came back to it

#

got frustrated again

broken inlet
#

a lot of people dont do that

#

hopefully arma will be doing it for them soon

hard mantle
#

i do, last time i accidentally overwritten a scenario which i spent a few days at least making

#

since then started making backups

broken inlet
#

Yee I know that situation

hard mantle
#

*pain

plain gale
clear yarrow
#

Excuse me, I'm trying to find out if it is possible to get the aircraft carrier tower apart from the aircraft carrier, I would also like to know if it is possible to further customize the destroyer USS Liberty (other than the name, the ship's number or flag), thank you in advance :3 !

hard mantle
cloud moss
#

is no one using window's file history?

hard mantle
#

but you probably can't find it

#

also customize the Liberty, in what way? like slapping custom textures onto it, or arm it with weapons?

broken inlet
clear yarrow
#

like customize with texture etc etc :/ i want to create more space for RP on the ship. :/ i want to know all the tricks possible with this boat for this objective

hard mantle
broken inlet
broken inlet
#

You'd have to manually createVehicle them afaik

broken inlet
clear yarrow
#

but i cant take the tower, of the aircraft carrier, i have just that :

#

1dc7994d600# 1779927: carrier_01_island_02_f.p3d

#

I don't remember how to put it next

clear yarrow
#

and we cannot going on the top of the destroyer ? (on the roof there is a place where you cannot go apart by adding something, but for the little ladder and staircase that I have, the result is average)

viscid olive
#

How do you make it to where you can disband squad of AI and make them into individuals so that they will actually garrison correctly

broken inlet
clear yarrow
#

how do you make to have a chain with the destroyer boat garage

dreamy raptor
viscid olive
kind prism
#

If you're talking about the AI returning to formation, you can either just stop them from moving with _unit disableAI "PATH", or you can ungroup them by: select, hold ctrl, left click unit, drag and release on empty space.

hard mantle
broken inlet
#

while true would just do it forever @hard mantle

hard mantle
#

yeah up till the point the player shoots again

#

timer resets

broken inlet
#

you're not doing it while the trigger condition is true, while true just tells it that the condition is true

hard mantle
#

then until the player does not shoot for another 15 seconds

broken inlet
#

ye when the trigger deactivates that'd deactivate too

hard mantle
#

damn it

#

this sucks

broken inlet
hard mantle
#

yeah

#

playerLastFired + 15 <= time && someAmmo player && triggerActivated t8

while [true] do {
[] spawn {sleep 15; mikee say "Voice17"};
[] spawn {sleep 15; VO sideChat "You okay? Are you going to shoot or what?"};
};

#

@broken inlet you think this'll work?

#

wait

broken inlet
#

Not sure, ask in

hard mantle
#

yeah yeah

#

i'll just wait till someone's available first

uncut stag
#

How do some missions have ai like enemies and civilians spawn near the player within like 1000 meters then despawn when the player goes away?

gritty sable
#

Ok figured i will ask here first, is there any consistent method by which formations of AI can ignore roads? Pretty much all guides say something along the lines of "Form vehicles into group around leader, give leader a move waypoint, change waypoint to combat or stealth." I have tried this and a number of combinations of this and it doesn't seem to work, as soon as the vehicles formation hits a road, the vehicles break and form a convoy taking nearest roads to the waypoint.

#

for reference some stuff i have already tried that has not worked:
-have group, but set each drivers move waypoint to combat
-break up group, have individual vehicles move waypoint set to combat
-swap combat for stealth, still no effect, vehicles always take roads

last aurora
#

@uncut stag
That's called AI caching iirc. Google for that, then should be a number of ways to achieve that

#

I know ALIVE mod can do it

proper sonnet
#

hello, in mods like CUP there are roads and runways that can be placed and are essentially a road texture that snaps to the ground.
My question is, is there a way (or mod) to do so with grassy terrain in the editor? i need to turn a small area of desert sand into grass if possible

uneven leaf
#

would anyone be able to help me on how i would setup fries on a helicopter, i am not modding, but i would like to try fast roping from the rhs uh-60m helicopter, would someone be able to help on how i would enable the fries for that helicopter

hard mantle
#

i don't get you, fries?

high sun
#

Hi, editing newbie here. I've been trying to create a shooting range with pop up targets where the targets stay down when shot but can be reset by flipping a switch. After googling how to do this, I've created a solution that I believe should work, but for some reason it doesn't. I can't figure out why 😦

Anyway, here is my solution:

  1. Create two .sqf files in the mission folder (Target_Stay Down and Target_Reset)
  2. Put nopop = true; into Target_Stay Down.sqf and nopop = false; into Target_Reset.sqf
  3. Add the lines this addaction ["Live Fire Range", "Target_Stay Down.sqf"]call BIS_fnc_MP;this addaction ["Range Reset", "Target_Reset.sqf"]call BIS_fnc_MP; into the init field of the prop that I have acting as a switch

The result is, the targets do stay down after they're shot once the 'Live Fire Range' action is pressed. HOWEVER, they do not pop back up when the Reset action is pressed.

Could anyone give me a clue on what could be wrong?

small patrol
high sun
#

I deleted it there

#

Because i thought its more appropriate here

small patrol
#

Ah okay...

plain gale
#

@high sun
You can reset the target by executing
target animateSource ["terc", 0];

high sun
lone zephyr
#

hello every one Im trying to make a mission that you can call for support and instead of artillery or a helo its infantry and tanks that come in ive tried using the support module but no luck any tips or mods that can help ?? PS i gotta head back to work at my unit so if possible DM me or just @ me

wind raptor
opal skiff
#

Hey, i want to add the virtual arsenal to a coop mission from Bohemia, where the loadouts are not changable.
How to do it?

hidden nymph
#

how can I make units keep their loadouts when in multiplayer? (units as in players)

last aurora
finite grove
#

does anyone know how to program the in game computer screens to where i can see the POV of other players

#

or transmit a drone feed to one

finite grove
#

is that for me?

small patrol
#

Yes

finite grove
#

i love you

#

ive been looking for an hour and couldnt find shit

#

is this just for the UAVs?

#

or player POVs aswell

small patrol
#

Idea is that. You can expand it for the your goal

finite grove
#

okay gotcha

#

i have no idea how to script shit tho nor do i understand what the language in arma is but ill try

small patrol
#

Then you're in the great opportunity to learn anything now

finite grove
#

very true

#

where do i look just forums?

small patrol
#

Wdym?

finite grove
#

where do i look to learn stuff?m

small patrol
finite grove
#

gotcha thank you

high sun
#

I'm trying to load an image into my mission with the 'User Texture (1m)' object. I saved my image as texture.jpg and pasted it into my mission folder. I then put the following line into the init of the user texture object this setObjectTexture [0, "texture.jpg"]However, once I load into the game, the texture does not appear and the object remains invisible. So far I have not found any explanation why it doesn't work. Any ideas guys?

small patrol
#

Set it via the attribute, bottommost one

high sun
#

ahh, I see

#

does it have to be a .paa file?

small patrol
#

No, but only paa, jpg, pac are supported

high sun
#

it just shows up as a plain white texture every time, not sure why

small patrol
#

How big the tex is?

high sun
#

79kb

plain gale
#

Does it load if you come closer?

small patrol
#

I mean the resolution

high sun
#

680x962px

high sun
plain gale
#

Needs to be power of 2

small patrol
#

Must be power of 2, so 512 or 1024 or such

high sun
#

okay, i'll try that

#

I edited it to 512x512, still no luck

small patrol
#

Oh yeah, you need to... restart the game or rename the texture and try to apply again. Your texture was cached

high sun
#

restarted and renamed. still plain white. I feel like I'm doing something wrong with the texture directory path in the attributes. I just pasted in the full directory of the mission folder and then added \filename.jpg at the end

prisma oyster
#

You should use the relative path, not the absolute one

high sun
#

what's the difference? sorry if I sound like an idiot

small patrol
#

Full (absolute) looks like: C:\bra\bra\bra.png, but you shouldn't do so

high sun
#

okay, so how would the relative path look like?

small patrol
#

Relative to the mission loot folder. Meant the folder named like: whatever.altis, and this is the “base.”
So, if you wanted to use a texture in it, located in whatever.altis\textures\texture.jpg, you need to put textures\texture.jpg

high sun
#

okay, lemme try that

#

so my file's absolute path is C:\Users\Admin\Documents\Arma 3\mpmissions\BIT.cup_chernarus_A3\textures\objet.jpg

That means its relative path would be textures\objet.jpg

I put this path into the Texture #0 field in attributes

However... still get a plain white texture.

https://imgur.com/a/VCLJxAA

small patrol
#

What is the texture itself?

high sun
#

okay it was probably a cache issue because I tried renaming it and now it works

#

thank you!

hard mantle
#

i can't seem to find where the tank destroyers showcase mission file

broken inlet
#

should be in tanks ->misisons_f iirc

hard mantle
#

yeah i should look into that

#

i coulda sworn i heard some dramatic cue at the start of the mission

broken inlet
#

yeah
tank -> addons -> missions_f_tanks -> showcases

hard mantle
#

i'm trying to find out which soundtrack it is but can't find it

broken inlet
#

This is the intiial video

#
//Initial showcase video
["a3\missions_f_tank\video\TANKS_DESTROYERS.ogv",Localize "STR_A3_TA_SHOWCASE_TANKDESTROYERS_TITLECARD"] spawn BIS_fnc_titlecard;
waitUntil { !isNil { BIS_fnc_titlecard_finished } };
hard mantle
#

yeah no i meant the part where the player gets in the AFV and drives towards Charlie

#

there was some dramatic music i heard

#

but when i replayed i couldn't hear it

#

i coulda sworn i heard it play the first time i played that showcase

#

ok now i hear it

#

but cant seem to find which trigger that plays it

plain gale
#

isn't it easier to just browse through the music files?

hard mantle
#

no luck using either options

#

here's the soundtrack i'm referring to

small patrol
#

This is not a Tanks OST

hard mantle
#

wait which one is it then

#

i've taken forever to look for this soundtrack but i don't know which epilogue to look into

small patrol
#

Then take another forever to check via utils 4, not hard to do so

#

IIRC it was in epc?

hard mantle
#

i DID use the jukebox

#

i just didnt know which epilogue it was in

#

i also thought it was a part of the Tanks DLC

small patrol
#

Wait what

#

Are you looking for what?

hard mantle
#

the soundtrack

small patrol
#

In what sense?

hard mantle
#

whatever i'll look for it

#

well at least thanks for pointing out which ep i should look into

small patrol
#

???

#

className, ogg, what?

hard mantle
#

i found it

bronze moth
#

Does anyone know what the dependency PLP_customEquipments is and what item it could be?

prisma oyster
plain gale
#

PLP isn't that polpox?

bronze moth
#

I have no units using animations or anything, I just had it loaded earlier to take screenshots for the steam workshop page

#

If the dependency is just from the mod being loaded and not an item then it’s a problem, maybe I could try merging the map?

plain gale
#

open the mission.sqm and check the addons array

#

Remove anything that starts with PLP

bronze moth
#

I could but last time I tried that it made my mode get a “cannot open scenario” message

keen jolt
#

PLP is not polpox's

#

afaik

bronze moth
#

no it is the polpox thing because it was only required when polpox wasnt loaded

keen jolt
bronze moth
#

doing that right now

keen jolt
#

if it's just the functions it won't be needed

plain gale
bronze moth
#

yeah i must be doing something wrong, i just got an error loading the scenario message

#

im probably deleting the wrong things?

plain gale
#
binarizationWanted=0;
sourceName="scriptlibrary";
addons[]=
{
    "A3_Props_F_Orange_Humanitarian_Camps",
    "A3_Props_F_Enoch_Military_Equipment",
    "A3_Props_F_Enoch_Military_Camps",
    "A3_Structures_F_EPA_Civ_Constructions",
    "A3_Structures_F_EPA_Mil_Scrapyard",
    "A3_Structures_F_Items_Vessels",
    "A3_Structures_F_Civ_Camping",
    "A3_Structures_F_Ind_Transmitter_Tower",
    "A3_Structures_F_EPC_Civ_Garbage",
    "A3_Weapons_F_Ammoboxes",
    "A3_Structures_F_Furniture",
    "A3_Props_F_Orange_Items_Tools",
    "A3_Structures_F_Items_Tools",
    "A3_Structures_F_EPA_Items_Tools",
    "A3_Soft_F_MRAP_01",
    "A3_Soft_F_Exp_LSV_01",
    "A3_Structures_F_Heli_Civ_Constructions",
    "A3_Structures_F_Civ_InfoBoards",
    "A3_Structures_F_Mil_Cargo",
    "A3_Structures_F_Mil_Fortification",
    "A3_Characters_F_Common",
    "A3_Characters_F_Enoch",
    "A3_Weapons_F",
    "A3_Characters_F_Enoch_Facewear",
    "A3_Characters_F_Orange",
    "A3_Characters_F",
    "A3_Characters_F_Mark",
    "A3_Weapons_F_Mark_LongRangeRifles_DMR_02",
    "A3_Weapons_F_Mark_Acc",
    "A3_Weapons_F_Acc",
    "A3_Weapons_F_Mark",
    "A3_Weapons_F_Pistols_P07",
    "A3_Weapons_F_Items",
    "A3_Weapons_F_Rifles_MX",
    "A3_Sounds_F",
    "A3_Sounds_F_Enoch",
    "A3_Characters_F_Enoch_Headgear",
    "A3_Characters_F_Heads",
    "A3_Weapons_F_Mark_Rifles_MX",
    "A3_Characters_F_Orange_Facewear",
    "A3_Characters_F_Orange_Headgear",
    "A3_Structures_F_Civ_Market",
    "A3_Structures_F_Mil_BagFence",
    "A3_Supplies_F_Exp_Ammoboxes",
    "A3_Props_F_Exp_Military_Camps",
    "A3_Soft_F_Enoch_UGV_02",
    "A3_Weapons_F_Enoch",
    "A3_Structures_F_EPC_Items_Electronics",
    "A3_Characters_F_Jets",
    "A3_Air_F_Jets_Plane_Fighter_01",
    "A3_Soft_F_Enoch_Truck_01",
    "A3_Supplies_F_Heli_Slingload",
    "A3_Armor_F_Exp_MBT_01",
    "A3_Structures_F_Mil_Flags",
    "A3_Ui_F",
    "A3_Structures_F_Tank_Military_RepairDepot"
};
#

Anything which doesn't start with A3_ is a mod

#

In case you remove the last entry, make sure to also remove the "," at the end.

bronze moth
#

Alright hold on

#

Okay I think it works now, should I just make this new save the main one and delete the old one?

#

Also there won’t be any problems since I deleted that right?

small patrol
bronze moth
#

Alright thanks

naive leaf
#

hey any1 able to help out with configuring a arma 3 shop script?

#

as in making sure i haven't messed it up at all

vestal perch
#

You should be asking from whoever made the script really.

naive leaf
#

it's easy to do if you have the know how

#

i got VERY limited know how for stuff like this

small patrol
#

No. Reading and understanding others' code is hard

small patrol
#

Read what HorribleGoat said. Ask the author

naive leaf
#

if som1 could have a look at the wiki and see if they could help i would be grateful

plain gale
#

The wiki explains it step by step. What else should we explain

#

Go through it top to bottom and if you are stuck somewhere then you can ask.

naive leaf
#

the most ive done with description.ext's is the respawn script

#

and i dont get the format

#

as in'

#

like i implied b4 if some1 could spare some time if they know how this works to dm me for a call and help me configure this. if you're just going to comment it's easy then pls don't bother. yes it is easy for people who do this all the time, i don't.

#

"The wiki explains it step by step. What else should we explain" it does not explain the format or whatever you call the }; bull crp.

plain gale
#

Read the community wiki

naive leaf
#

ffs

#

i HAVE goddamit

#

"f you're just going to comment it's easy then pls don't bother. yes it is easy for people who do this all the time, i don't"

#

that includes tryin to explain it. i have TRIED getting it to work myself for days on end.

#

so kindly pls go shove off.

#

i TRIED being nice.

#

thank you for the wiki but it still does not make sense to me in some area's. hence why i asked if som1 could spare some time when they can to help me set it up with me.

#

that way next time i know how to do it.

prisma oyster
#

@naive leaf I would strongly recommend you to behave.

naive leaf
#

@prisma oyster sorry Lou. im just sick and tired of people saying it's easy and to go do this and blah blah blah.

#

i have TRIED for days on end. hence why im askin for help

broken inlet
#

And (without having read the earlier chats) I recommend working through it and posting the exact steps you have a problem with

naive leaf
#

i have tho

#

several dam times!!!

prisma oyster
#

as you can see with your indentation, you are closing }; too many times

naive leaf
#

@prisma oyster i DON't know that.

prisma oyster
#
class a
{
  class b
  {
  };
}; <- too many times
};
naive leaf
#

i have NO IDEA how this crap is meant to go!

prisma oyster
#

and this is precisely what I am telling you.

naive leaf
#

ok lemme rephrase this

#

my ONLY knowledge with descriptions.ext's are with the old ass arma 2 respawn script

prisma oyster
#
{ // opening bracket

} // closing bracket


{
  {
    {
    }
  }
}
```tabs should align them
naive leaf
#

sigh lou

#

have you got 5 minutes to spare?

prisma oyster
#

so when you see this, you should understand it is wrong

#

tabs are not aligned

naive leaf
#

have you got 5 minutes to spare?

versed sphinx
#

You're editing code in notepad ThinkPika

prisma oyster
#

I am here so far

naive leaf
#

General Voice pls...?

prisma oyster
#

negative, in-game (and usually not voicing)

naive leaf
#

fml....

sour palm
#

hey guys i downloaded a animation mod, how i will reach list of animation codes?

versed sphinx
#

Uuuh
from what i see you open Weapons
You have your first weapon, and you close Weapons right after
so the rest is out of weapons

naive leaf
#

@prisma oyster you can tell me im missing a single space till you go blue in the face but that doesnt help with the know how of the rest of it

#

and tht's not the whole script. only part of it

#

@versed sphinx have u got 5 minutes to spare man?

versed sphinx
#

I mean I'm on a phone in a car .-.

naive leaf
#

FML!!!!

versed sphinx
#

So i can't talk

naive leaf
#

do you get what im trying to tell lou or?

broken inlet
#

If you dont calm down your stay here wont be long, and you wont get any help

versed sphinx
#

but like tldr

class Weapons {
  kindof
  displayName

  class hlc etc.... {
    blabla
  }; // <- this one is correct
}; // <- this one is too much
  class bnae etc.. {

etc...```
naive leaf
#

@prisma oyster where could i upload the script?!

versed sphinx
#

pastebin

#

.-.

naive leaf
#

......ty....

#

this is why i don't usually come to discords for arma help....

#

thx anyways guys....

prisma oyster
#

then don't come 🤷‍♂️ can't say better

versed sphinx
#

-> ask a question
-> get an answer
-> unhappy with correct answer

#

like ??

oak dragon
#

just a recommendation, maybe learn basic sqf syntax before screaming at people

versed sphinx
#

learn basic code syntax tldr
and don't use notepad

naive leaf
#

@versed sphinx that's not it

versed sphinx
#

that's all

naive leaf
#

facepalm

versed sphinx
#

Yes it is, i just spent a minute writing the code that is wrong

small patrol
fading goblet
#

Discord isn't the problem, nor the community... People not understanding other members are also normal people with a life... Those are the problem 🤷‍♂️

naive leaf
prisma oyster
#

for each opening { , there must be a closing }