#arma3_editor

1 messages · Page 49 of 1

versed sphinx
#

.

prisma oyster
#

that is the proper saying.

versed sphinx
#

re-read that

oak dragon
#

same for "(" and "["

small patrol
#

Try not to learn a lot of thing once. Step by step is the only and best way to learn

naive leaf
#

that's what i do by self teaching myself usually....

sour palm
#

changing animation of ai

naive leaf
#

didnt work for this

small patrol
sour palm
#

i want to put another animation, i dont want default animations. i downloaded a animation mod and i want to type code of that

#

but i dont know code of downloaded animation

naive leaf
#

i apologise for the attitude
just sick of people assuming i know the prerequisite knowledge i need to know fix to the problem when i don't

oak dragon
#

then.... learn it if you don't understand?

naive leaf
#

no online tutorials

small patrol
oak dragon
#

there are plenty of tutorials for sqf. the wiki is a very good start

naive leaf
#

text based tutorials do NOT help me.

#

so lemme make sure i got this right

sour palm
#

i just want to play a animation in eden editor..

#

im not decided to make mission or another thing but i want to play animation. im not asking how to make animation

#

im asking how to get code of installed animation mod from steam workshop

naive leaf
#

@sour palm that wont help you. ( sorry shoulda said this was for the problem i was having )

prisma oyster
#

(no link without description please, #rules)

naive leaf
#

my bad

sour palm
#

yes but there have average 500 animations

naive leaf
sour palm
#

is there a way to find them faster

small patrol
#

Not sure what is the Mod though, I think I can recommend my Mod

prisma oyster
#

so, the principle:

  • for each { opened, you need a closing }
  • indentation (tabs) help you notice where you open and where you close one
naive leaf
#

does positioning matter at all or?

prisma oyster
#

not at all, it's just to be human readable

naive leaf
#

.............................

#

say what.......

sour palm
naive leaf
#

your telling me the }; could be anywhere after the line ....

small patrol
#

Humans write after all. Humans should debugs also

oak dragon
#

having the brackets like that makes it easier for people to read and understand, but it's not necessary

naive leaf
#

.............................

prisma oyster
#

you could writec class abc { value = 1; };``````c class abc { value = 1; };is better to read, right?

plain gale
#

If you are not able to read up on things then quit scripting

naive leaf
#

swallows a cyanide pill while holding a sign that says FCK this*

naive leaf
small patrol
naive leaf
#

ok so if that ain't the problem

#

why do i keep getting "unexpected end to config line" or whatever it says

sour palm
small patrol
sour palm
#

want to make mission

small patrol
#

Then nothing. There're no such Mods

sour palm
#

why these animation mods are producing

#

and how players using animations in missions then

small patrol
#

Which kind of these?

sour palm
#

im seeing a lot of animations in missions

versed sphinx
#

Depends on the animation mods, some of em are just for screenshot purposes,

sour palm
#

and you saying there are no mod

plain gale
#

Script them or use 3den Enhanced

sour palm
small patrol
#

No there isn't. I'm 99% sure those animations you see are just from Vanilla

sour palm
#

im installed a animation mod from workshop and i want to find its code

#

to script a animation

#

im meaning that

versed sphinx
#

I mean there is the polpox anim viewer addon thingy ThinkPika

sour palm
#

thanks

versed sphinx
#

helps alot for browsing animation in general

sour palm
#

i was searching a thing like that

versed sphinx
#

but to have them play in MP, it's a differente code that it might give you iirc

small patrol
#

Again, TFAR anims aren't animations for you, especially for making missions

sour palm
#

i want only singleplayer

sour palm
#

taking screenshots is fine too

versed sphinx
#

But yeah TFAR animation are to be used with TFAR it self, it's not an animation pack, it's more of a added stuff

sour palm
#

can i use animations for screenshots?

small patrol
#

Yes, like everyone do

#

My intention is there after all...

sour palm
#

am i need to use your animation viewer to find animations?

small patrol
#

No. But it should make it 100000000000000000000x easier

sour palm
#

ok i already installed it so how to use

sour palm
#

i was wanting to do screenshots only but i said mission because i think its stupidly

#

:/

plain gale
#

huh?

small patrol
#

Please no argue if you're here just to solve your issue

sour palm
#

ok

#

@small patrol how to use your animation viewer

small patrol
#

Ctrl+Q in Eden Editor

sour palm
#

thanks for all

opal skiff
#

Hey guys, i need some help. I extracted a coop mission from bohemia with the pbo program, so i could edit it with custom loadouts. I did that, it worked well, my friends could join but the mission tasks were missing. Any fix for this?

#

If i load up the mission in singleplayer, the tasks are still there, but not when i open up a server

plain gale
#

Is it a coop mission or a single player scenario?

opal skiff
#

Coop, the mission is called Headhunters, where you have to eliminate the three Officers

#

i've also asked on reddit, somebody answered "Make sure you unpack all the associated mission files along with any Stringtable.csv file that may be included" but i don't know if that's the fix

opal skiff
#

no idea?notlikemeowcry

broken inlet
#

Or hm

#

Sorry, not sure

mighty creek
#

is it possible to have an intro cut-scene at MP mission start?

prisma oyster
#

yes

mighty creek
#

and do I need to switch editor mode to Intro, or do I keep it at Scenario ?

prisma oyster
#

scenario only
intro / outro are singleplayer only

mighty creek
#

thanks

solar blade
#

Hi all, I am actually trying to make a litle map for me and my friends and I wanted to make a litle airport.. But, does anyone know why my plane randomly break when I am driving on it ? Here is a video and screenshots if someone know what I am doing wrong 😬

#

Oof I can't upload image

#

All elements are in damage and simulation off

small patrol
#

You really should forget about the idea. Buildings vs PhysX objects' collision/damage things are really buggy

vestal perch
#

it might work if you had proper parts and it was terrain placed. but in editor its unlikely to work

solar blade
solar blade
#

Is it possible to just turn those props in terrain placed parts ?

small patrol
#

Nope

solar blade
#

Damn, thank you anyway for your answers ! 🙂

vestal perch
#

you would need new objects built for that specific purpose. so no, its not easy

plain gale
#

Why not use plane allowDamage false?

#

If it's only the dmg that's the problem then that's easy to fix.

solar blade
#

Like a trigger zone not allowing damage only when the plane is on it ?

solar blade
#

It seems to work thx you all for answering 😀 !

craggy dirge
#

anyone wanna do some testing on a yugoslavian mission i made?

outer ingot
#

Is there any sample mission with an Old Man modules in place?

broken inlet
last aurora
#

Never seen one

#

But the modules themselves are documented on the BIKI

atomic plinth
#

Hi all,

Currently trying to make a ‘make-shift’ raft work, for some kind of low-budget insurgency thing

Currently I have several planks of wood, hastily attached to some kayaks. Currently I’m having issues with the vehicle clipping through the compilation, I have two questions:

  1. how do I overcome the clipping issue
  2. how would I ‘load’ the vehicle on the top, almost like an LCU? I’m aware this may need scripting, but is there a cheap and dirty way of doing it?

Many thanks in advance!

plush barn
vestal perch
#

@atomic plinth

  1. you can not do what you want to do there
  2. only option is just more attachTo
atomic plinth
#

Hmm.... ok ... bummer 😕

All components were ‘attached to’

prisma oyster
#

"ok bummer", the new catchphrase 😋

solar blade
plush barn
#

Np

sour palm
#

when i add more than one animation to game for taking screenshots, animations goes wrong but there have no problem if i add one animation to only one soldier

sour palm
#

any solution?

vestal perch
#

you are probably doing it wrong way

sour palm
#

player switchMove "animationname";
sleep 0.00;

#

im using that i found from internet

#

it works fine on one soldier but if i add same or another animation to another soldier, all animations are breaking down

keen jolt
small patrol
#

Hey I thought you're trying to make a screenshot?

sour palm
#

i dont know arma 3's scripting language

#

i just want to create screenshots

#

i'll try. thank you

small patrol
sour palm
#

thank you

sour palm
small patrol
#

?

sour palm
#

i solved thanks

small patrol
#

???

sour palm
#

never mind

uneven leaf
#

i dont see a "equip fries" module

broken inlet
#

Been a while since I did anything with that but I feel like I remember something like that

uneven leaf
#

wdym

#

ill have a look

#

found it

#

thanks

broken inlet
uneven leaf
#

now to see if it works

#

it doesent lol

#

i cant get the heli to move

#

any ideas?

broken inlet
#

get the heli to move?

uneven leaf
#

i placed a uh-60 with ai and set waypoints, and when i press play it stays on the ground

broken inlet
#

does it have crew/fuel?

uneven leaf
#

it has crew

#

and fuel

broken inlet
#

what kind of waypoints?

uneven leaf
#

move

broken inlet
#

hm should work

#

can you link an image of how your waypoins are set up?

#

as in the actual placement in the world

uneven leaf
#

ok

#

i cant

#

no images

#

ill dm you

broken inlet
#

No.

#

upload it to a website like imgur and link it here

uneven leaf
#

can i upload it to my google drive

broken inlet
#

anywhere that is publicly accessible without having to log in

uneven leaf
#

i mean i did dm it to you

#

so i mean

broken inlet
#

you can even post it to discord somewhere else and put the link here

uneven leaf
#

mkay

broken inlet
#

thats a message link, not an image link

broken inlet
#

try putting the waypoints further away

uneven leaf
#

ok

#

thx

broken inlet
#

👍

uneven leaf
#

but now how do i fast rope

#

im in the air

#

nvm

#

i did what it said of opening

#

both the doors

#

and i have the interactions menu up and there isnt anything there

#

do i need more than 1 person?

ripe notch
#

Hi everyone.
Can someone give me a good and reliable command for getting a helo to land, wait 30 seconds for the players to get out and then start again (engine on when on the ground). Also for the extraction the opposite way. I googled a lot and there a a lot of combinations but they won't work.
At the moment I use:

  • waypoint "load" and waypoint time settings "30 seconds"
    -invincible helipad

But the helo just keeps hovering in the air above the helipad, waiting 30 seconds and then fly away. I also tried the command "heli1 land helipad1" (variable names). Same problems. If I use the waypoint "cargo unload" it works, but I want the players to get out manually. Hiw do you guys solve this landing problem? Thanks for answers.
(I'm writing here because most of the posts in the inet are from 2017 or older. And we know arma changes...)

hard mantle
ripe notch
#

@hard mantle mp

#

Dedicated server

ripe notch
#

stupid question. where do i find this heli transport template?@plain gale

plain gale
#

In the Editor -> Custom Compositions

ripe notch
#

copy thanks@plain gale

#

@plain gale works but problem is i want my players to have the ability to exit the vehicle for themselves, so the command "unload transport" wont work...

past abyss
#

would anyone know how to make a trigger zone that prevents players from taking damage only when they are in it (with ace) help would be much appreciated

wind portal
#

Hi guys, i have a question: is it possible to set a console/button that can change the color of a light from red to green and viceversa everytime I use that console/button? Should I need more lights or more then just one console /button?

zinc mason
#

who here knows how to use ORBEX from ALiVE

last aurora
clever monolith
#

@ripe notch did you try unitcapture/unitplay to make your heli land and leave?

prisma trench
#

I'm using the Unsung mod and it seems like the ai dont like shooting at the infantry in the m113's with small arms, is there a way to get around this?

ripe notch
#

@clever monolith nope. What is the effect?

primal wave
#

Search YouTube for a tutorial 🙂

bronze moth
#

How do I fix my player’s arsenal so it stops giving him IR grenades? On his Arsenal it’s set so that he has none but in the game it keeps giving them to him

broken inlet
#

check if the player spawns with ir grenades

bronze moth
#

okay, haha dumb question but where would I check?

broken inlet
bronze moth
#

as in the arsenal?

broken inlet
#

nah the actual units inventory

#

the stuff the unit spawns with

bronze moth
#

so in their attributes then? there isn’t an inventory (I know this is probably very easy but I can’t find it lmao)

clever monolith
#

@ripe notch you can record your own flight path and replay it in mission with triggers

harsh rune
#

does anyone know A3 animations?

cloud moss
rapid sable
#

I need some help. Everytime I try to export a map mission, it only doesn't export a pbo. If I open the file, the only thing in it is a mission.sqm

plain gale
#

Make sure you export the correct mission in Eden Editor

bronze moth
# hard mantle in their virtual arsenal

That's what I did in the first place, they have no IR grenades in their uniform, vest, or backpack yet when I spawn in there's an extra pair of NVGs in my uniform, and designator batteries and an IR grenade in the backpack

#

If it matters, they are the German soldiers from CUP

wind raptor
#

Could be a mod or a script automatically adding those items to your inventory.

bronze moth
#

Maybe, but I just started this mission and I don't use much scripts so it might be a mod

#

It happens in dynamic recon ops as well with the operation trebuchet stuff, it'll take away 5 of my mags and give me some explosive charges

wind raptor
#

If it even happens in missions you didn't even make yourself, it's most probably a mod's fault.

harsh rune
#

using them @cloud moss

dim kindle
#

I’m trying to make the HMS Proteus move by attaching it to a frigate. So far it’s working but there’s one issue - if I hide the frigate’s model so the players can only see the submarine, it stops moving

#

How do I fix this

keen jolt
dim kindle
keen jolt
#

because you use hideObject

#

I mean you should use setObjectTexture

dim kindle
#

I have

#

Wait what’s that?

dim kindle
#

Gonna need some more explanation

#

That’s all uh... gibberish to me

keen jolt
#

objects have textures

#

you remove them

#

object becomes invisble

dim kindle
#

Also, small issue, the sub is attacking backwards

keen jolt
#

reverse its dir

#

when you attach

dim kindle
#

I have never used scripting before so this is basically a new language

keen jolt
#
{
  zodiac setObjectTextureGlobal [_forEachIndex, ""];
} forEach getObjectTextures zodiac;
sub attachTo [zodiac, [0,0,-10]];
//if reverse, add this:
sub setDir 180;
dim kindle
#

So all of that goes into the subs init box?

#

Well. The sub is attached

#

But... it’s underneath it. I assume I need to modify the end values to make the boat go inside the sub?

keen jolt
dim kindle
#

I don’t have that file

keen jolt
#

create it then

dim kindle
#

I’m not running a server

keen jolt
dim kindle
#

I’m just making a mission for me and one other person on saturday

keen jolt
#

it works in SP and MP alike

keen jolt
#

you can adjust the values if you want

dim kindle
#

Okay - I’ve adjusted the values too

#

HAHA YES

#

ITS ALIVE

#

Now if I wanted to add a machine gun - same thing? Attach it to the boat and adjust its positioning?

#

Just so I can have like a browning M2 on the top of the sub to sorta, “get the players attention”

dim kindle
#

Okay will do

#

I think I’m gonna try a slower boat, this subs whipping around like a motorboat

keen jolt
dim kindle
#

AI

keen jolt
#

then make it go slower

dim kindle
#

How?

keen jolt
#

waypoint speed

dim kindle
#

That didn’t make any effect

#

I couldn’t get the positioning right on the M2s but I found out that I can add them later in Zeus and position them manually with their simulation turned off

harsh rune
#

how do i put animations for guys on the helicopters?

keen jolt
#

not really possible

#

you can but they'll look weird
unless they're gestures

harsh rune
#

How do I put it to where there is visible bullet wounds in the AI or have it to where they are being shot and blood comes out of them

cobalt stag
#

I heard this was 'Reshade' being used in the eden editor. Where can I download this?

small patrol
#

Just Google ReShade

warped mesa
#

it terms of resource usage, how big is the difference between alive and dead AI soldier?

prisma oyster
#

dead AI CPU usage < alive soldier CPU usage

fresh lantern
#

Hey everyone, im currently trying to stop the agent type NPC's from moving at all, DisableAI wont work because they dont have an AI I pressume which leaves me questioning on how to prevent their movement. ( These NPC's are the zomies from ravage )

#

I know i could create them from scratch at a location at the wanted time but if possible I'd love a cleaner solution

keen jolt
#

if they still moves then the mod moves them manually

fresh lantern
#

Hmm that must be the case then, guess im looking at creating them per demand

keen jolt
#

if you want to freeze them enableSimulation is your best chance

fresh lantern
#

or that, ill try that. Thanks 🙂

tacit zinc
#

I try to add custom assets to the warlord shop
I managed to get the garrisons correct with modded faction
But now I have copied the wikis CfgWLRequisitionPresets and added 1 rifleman unit for testing
The whole shop is empty other than fast travel and arsenal, I cant buy the rifleman

tacit zinc
#

I fixed it, forgot a bracket

west dagger
#

If I wanted to create a zeus template, with a basically empty map but with civilian population what would be the best way to go about it?

#

Just curious what the best way to add the civilians would be

broken inlet
#

either create all the civillians etc manually in eden, or use a system like the civillian presence modules

west dagger
#

the civilian presence module is vanilla right? @broken inlet

broken inlet
#

ye

tranquil knot
#

or is it a button for it

#

when i move

#

its annoying

broken inlet
#

2xstrg/ctrl

tranquil knot
#

?

broken inlet
#

press that

tranquil knot
#

where u get 2x

#

from

broken inlet
#

wat

tranquil knot
#

what is (2xstrg

broken inlet
#

I am telling you to poke the specific button thingy on your keyboard called either strg/ctrl (or something else depending on language) twice quickly using one of your fingers

west dagger
#

double tap control twice

#

left control specifically

broken inlet
#

^

west dagger
#

if that's not what you mean, there is a tactical position mod but I don't remember what it's cold

broken inlet
#

tactical position?

west dagger
#

similar to ground branch where you can have your gun in a high ready position

deft nova
#

does anyone have advice for spawns on the nimitz?

#

ive been looking for answers but the only video ive found is acient now

vestal perch
#

tech may not have changed since the ancient video

#

if you describe what you have tried and what has been the problem, someone may be able to help

deft nova
#

ive down the respawn module at 18 because i know the old height was 17.5 i spawn in water. i put mine to 81 bc the flight deck is at 80. still spawn in water. i tried putting an object and putting respawn_west. for some reason it says im not making a respawn

tranquil knot
#

it put my weapon down

#

i meant moving without aiming

vestal perch
#

there is no key to keep your weapon pointing to the sky

#

no such feature in the vanilla game

#

theres the weapon rest and up/forward point stances

dim kindle
#

Just a quick question, while placing hide object module in the eden editor, when i open the attributes section i see "Operate Locally", what exactly does it do?

plain gale
#

The function which hides the objects is then executed locally for every client instead of globally on the server.

#

I think this is only supposed to be used when hiding tons of objects.

#

I guess it's to reduced the network load

dim kindle
prisma oyster
#

Yes

dim kindle
turbid sage
#

is there a way to load a mod into editor or something, and export a list of class names it uses? probably a long shot haha.

tacit zinc
odd zinc
#

Hello, can i get a little help here with the Bis_Spawn_Ai_Module?

broken inlet
odd zinc
#

@broken inlet Of course! I tried to get a custom Faction to work. And most of it DOES work. Groups spawn, and attack there designated Sectors. Only Problem is: I get the error message: "cannot get the group data skipping spawn". And some groups out of my config don't spawn. There seem to be some errors somewhere, but i don't find them

#

i can provide my description.ext if this is needed

last aurora
mortal hare
#

I used this for weapons. Can be adapted for other stuff easily

_allWeapons = []; 
{ 
    _weapon = configName _x; 
    _itemInformation = [_weapon] call BIS_fnc_itemType; 
    switch (_itemInformation select 0) do 
    { 
        case ("Weapon"): 
        { 
            if ((_weapon find "rhs_") > -1) then 
            { 
                _allMags = getArray(configFile >> "CfgWeapons" >> _weapon >> "magazines"); 
                _allWeapons pushBack [_weapon, _allMags]; 
            }; 
        }; 
    }; 
} 
forEach ('(getNumber(_x >> ''scope'') isEqualTo 2) && {!(getText(_x >> ''picture'') isEqualTo '''')}' configClasses (configFile >> 'CfgWeapons')); 
 
copyToClipboard str(_allWeapons);
turbid sage
#

yeah not gonna lie, not sure what to do with that or how to actually use it for what i need. was honestly trying to get a list of classnames for the USP mod. so if someone wants to direct to me how to implement that, would be greatly appreciated. coming over to arma 3 from dayz modding. so im still learning arma side.

mortal hare
#

Run in debug console and copy the result to notepad

#

probably better methods out there

wind raptor
#

Since the Functions Viewer doesn't have syntax highlighting, I recommend copy-pasting the source code into a .sqf file and then opening that file with your code editor of choice.

odd zinc
#

hmmm I'm afraid I'm not that good at scripting

ionic prism
#

wouldnt it be cool if a gold ak was in the game?

#

not modded

#

but just there

prisma oyster
last aurora
#

CUP as the gold AK

ionic prism
#

not modded

#

as ive said

#

but in arma 3

#

cuz CUP isnt accepted on a lot of servers

last aurora
#

meh...

#

¯_(ツ)_/¯

ionic prism
#

i love the cup mod

#

its amazing ill admit it

prisma oyster
#

it would be cool
but it is not in the game

therefore
mods

😁

ionic prism
#

but most servers dont accept cup

#

you have to find servers dedicated to it

prisma oyster
#

yep
it doesn't matter how many times you say it, it won't magically appear 😄

ionic prism
#

which takes a while

lusty thorn
#

I need some help with a problem a mission I am creating in Eden Editor but can seem to find anwser online. I am in general voice chat to explain

broken inlet
lusty thorn
#

okay I think I can explain it but probably will be a waste of time. I am trying to set up a mission with 2 spawn points. 1 is at base, the other is a mobile spawn. Now when I change respawning to select respawn position in attributes/multiplayer, the team dies at the beginning of the mission. This doesn't happen when I don't have "select respawn position" selected but then I can't use the mobile respawn. Also wanted people to respawn next to the mobile respawn not in it. The mobile respawn is a truck

lusty thorn
#

no not really

last aurora
sacred schooner
#

So i'm trying to make a free for all mode, however I'm not quite sure how I'd do this or if there is a way besides

 west setFriend [west, 0]; 

Was hoping to remove gear restrictions, make units on the same "side" not show up on the map, and names not appear when looking at the directions of player characters (that last one i can just change in the difficulty section though I guess.

Any pointers would be appreciated.

prisma oyster
sacred schooner
#

I mean it should it's from the wiki lol. But more so asking is there anything else out there that might help a Free For All mode besides that.
I've found a few FFA missions online I'm going to take a look through too.

prisma oyster
#

well since it does what you want, what more do you want? 😄

#

see also towards showHUD (alternative syntax) @sacred schooner

sacred schooner
#

Ah true i guess haha, I'll check that showHUD out thanks!

turbid sage
vestal perch
#

Nothing wrong with cup. You just can't use mods that a server is not running

#

And all servers don't run cup.

turbid sage
#

Oh that’s what was meant. I get that. I thought he just meant something was bad in the cup mods that were stopping a lot of servers from using them.

keen jolt
sacred schooner
#

True yes that's a good idea.
Oh, also is there a way to get around gear restrictions (since players will be looting random gear from all sides around the map)?
I've played game modes before where the players appear to be the civilian faction which gets around this (though are still targeted by AI).

ionic prism
#

Makes playing with it harder

bronze moth
#

Is there any script I can put on a unit to make it so that when they (the player) respawn they keep their gear instead of respawning with that unit’s default gear?

last aurora
bronze moth
#

thanks

last aurora
#

👍

bronze moth
#

with this do i have to do scripting with folders and everything or just code in the unit?

#

whenever I've tried scripting it hasn't worked very well

last aurora
#

you create the scripts inside your mission folder

bronze moth
#

yeah, i'm trying it now but last time i tried it didn't work so hopefully it will this time

last aurora
#

basically, all you need is what is written at the bottom of the page

bronze moth
#

yeah

#

ok, i did it i'll try it now

last aurora
#

you create two files:
initPlayerLocal.sqf and paste this in the sqf file
player setVariable ["TAG_LoadoutStart", getUnitLoadout player];

onPlayerRespawn.sqf and paste this in the sqf file
player setUnitLoadout (player getVariable ["TAG_LoadoutStart", []]);

bronze moth
#

didn't it say at the very bottom i could just have one with multiple things

last aurora
#

you can change TAG_ to whatever you want.

didn't it say at the very bottom i could just have one with multiple things
yes, but the two sqf file way is the more secure imo

bronze moth
#

oh ok

#

shouldn't it just be fine keeping TAG_ the way it is or am I supposed to put something there?

last aurora
#

you can ofc keep it. TAG_ is basically just a placeholder

bronze moth
#

oh okay

#

it seemed like it was supposed be replaced with something important that's why I asked

#

alright I'll test this now

last aurora
#

the whole TAG_LoadoutStart is a variable, and you can name it whatever you want. it just must match in both scripts

bronze moth
#

ahh alright

#

I tested it and it works, obviously it doesn't work when the AI squadmates die but it's okay because their loadouts are relatively close to the default ones

#

Thanks for helping, I've been wondering how to make respawns work for a while

last aurora
#

not sure where to put this code to. i guess to init.sqf

#

this then would make your current initPlayerLocal.sqf and onPlayerRespawn.sqf obsolete (if it works)

bronze moth
#

Honestly it should be fine, this only matters if you're playing without friends but all that'll happen if your squadmates die is they will lose some mags and their holographic sight will become 2x, and the important AI characters not in your squad are invincible anyway

last aurora
#

fair enough

bronze moth
#

this is my second attempt of making a series of missions, but this time I actually know what I'm doing in the editor somewhat haha

last aurora
#

practice creates masters
😉

keen jolt
#
  • audiocustoms, bedroom, 2021
last aurora
#

*1996

#

😉

bronze moth
#

after at least 100 more hours in arma I can actually make missions work but I probably would’ve had a lot more problems if I didn’t join this server

last aurora
#

this is actually obe of the reasons why this discord exists

bronze moth
#

yes

plain gale
#

BIS_FNC_HOLDACTIONADD and say3D

bronze moth
last aurora
#

i'm just guessing here, but try this:
create a file called onPlayerKilled.sqf and paste the code that you would have posted in initPlayerLocal.sqf

#
player setVariable ["TAG_LoadoutStart", getUnitLoadout player];```
#

in this case, do not use initPlayerLocal.sqf ofc

bronze moth
#

Alright so am I only having that one folder then?

last aurora
#

one mission folder where your mission.sqm is, your onPlayerKilled.sqf and onPlayerRespawn.sqf

bronze moth
#

Ohh okay thanks for clarifying

last aurora
#

np. as i said, the onPlayerKilled.sqf way is just a guess. you have to try it

bronze moth
#

yep, it seems like it'd work though

last aurora
#

nice 😄

bronze moth
#

i'll test it now

bronze moth
#

Yep it works

last aurora
#

👍

plush barn
#

Is there an option to disable all power in a map? To keep it dark

#

Beyond hiding a million things lol

#

I swear i saw this option ages ago but alas

broken inlet
#

There are premade scripts for that

plush barn
#

Where can i find?

#

😅

broken inlet
#

Google can props help

plush barn
#

Ah okay ty

#

I swear we had an option in eden at one point

broken inlet
#

Might have been part of a mod

plush barn
#

Woulda loved that mod lol

broken inlet
#

maybe 3den enhanced? dunno blobdoggoshruggoogly

plush barn
#

I have 3den lol

broken inlet
plush barn
#

Yes i have thatSumikaPout

#

I found out lambs arty is better then vcom tho..it has a tasking thingy

plain gale
#

Enh doesnot have that 😄

plush barn
broken inlet
plush barn
#

Anyone know what lambs dynamic target is?

plain gale
#

Yes, the guys in Lambs Discord

plush barn
#

Ooki

#

Link me in dm Or is that bannable lol

broken inlet
plush barn
fleet plume
#

did somebody know how to make paradrop command in arma 3 ww2

plush barn
#

@fleet plume theres a waypoint thing in zeus or eden for that

plucky axle
#

what is this voodoo magic that deletes AI units from my vehicles on mission start. I have a 4 man group of a vehicle that I put into the empty vehicle. One I load the mission all the vehicles are suddenly empty and Arma has deleted the groups. https://i.imgur.com/CEF2IfQ.jpeg
How can I track down what's causing this?

prisma oyster
#

Mods most likely?

sacred briar
#

Im trying to play a sound using say3D. None of this is my work at the moment, and it might have been broken since i've seen it.
https://cdn.discordapp.com/attachments/609770110793547797/839222576193470554/unknown.png
This is my config
https://cdn.discordapp.com/attachments/609770110793547797/839222643382550538/unknown.png
This is my sounds folder inside of my mission folder
https://cdn.discordapp.com/attachments/609770110793547797/839222799197536256/unknown.png
This is the activation

I'm not getting any errors, but it isn't playing any sounds either

Accidentally posted in #arma3_scripting 😄
not sure if its a config issue, or something to do with my audio file, etc

plucky axle
# prisma oyster Mods most likely?

I have tracked down the issue to a specific AI unit. It seems like that something with my AI units is weird. I use the RHS DEV branch and have placed a new Jet Pilot into a vehicle that didn't got deleted on mission start. However my already existing pilot gets deleted.
Now I need to find out what's wrong with these specific units

#

so it is not a mod issue, rather an issue how Arma handles my placed units, because both the existing unit and the new one are from the same class and mod

#

tested this on a fresh map with just 1 vehicle, a vanilla unit I play as and the two dudes

keen jolt
#

are they null?

plucky axle
#

so yes

plucky axle
#

it's literally in the editor

#

so yes it was created, by the editor

#

by myself

keen jolt
plucky axle
#

if I put the other pilot into the plane (BullDogTwo) it works and the AI gets "created" then

#

which is the new pilot

#

I checked the properties in 3DEN, nothing obviously different

#

except the "original" is in a layer

plucky axle
#

it;s for a loadout

keen jolt
#

if it only happens with that specific unit then something is wrong there

plucky axle
#

do you mean the config viewer? Because unit two is from the exact same class

#

and unit two works

prisma oyster
#

or a script deleting such named unit

plucky axle
#

the mission I have tested this on has zero scripts. The loadout command just got copied over. I can give the unit a different variable name, but doubt it will change anything., I will try

keen jolt
#

the mission I have tested this on has zero scripts.

#

your mods have scripts

plucky axle
#

yes I know

#

named the unit now BulldogThree it either gets deleted or never created.

#

I can't think of why a mod would delete a unit named that. Bercause the freshly created unit in the editor named BulldogTwo is just fine

keen jolt
plucky axle
#

did that, same result. But, added the newly created pilot to the same layer, and boom issue is present

#

so the issue is the layer, not the unit itself

#

This is how it looks when I put the pilot into the jet. https://i.imgur.com/cLn81xm.jpeg
If the pilot is in the Pilots layer the issue is present. I will test what will happen if I remove the plane from it's layer

#

yup, then it works

#

so the issue is the layers per se. If I put the plane object in the same layer as the pilot then the issue is also not present.

plucky axle
#

only when the plane object is in another layer then this issue occurs

#

weird but ok, at least I know now what causes it lol

neon rock
#

Is there any way to play a scenario but it still requires one mod?

broken inlet
neon rock
bronze moth
#

What mod is it? is anything from that mod actually in the scenario or is it more of like a functions thing?

broken inlet
bronze moth
#

So does the mod no longer exist or do you just not have it loaded?

neon rock
bronze moth
#

Hmmm

#

Well honestly I have no idea I don’t know too much in that case

tall goblet
#

Is there a way to disable one track on a tank in the editor and not have the rest of the tank undamaged. (I am using ace)

wind raptor
#

Find the selection name of the track (e.g. using the HitPart EH) and then use that with setHit.

#

setHitPointDamage can also be used, but requires a different argument, not the selection name.

hardy solstice
#

How do I set up a mission to use DLC?

We're trying to make a mission for our server but it won't run (prarie fire)

#

In general tab we ticked require DLC and selected the dlc required

sinful zenith
#

"but it won't run" more details please

hardy solstice
wind raptor
hardy solstice
#

Server doesn't load prarie fire (GTX gaming) I think

wind raptor
hardy solstice
#

Sorry its fixed

We was loading vn on servermod not mod line

orchid anchor
#

anyone know how the camera shot module works?

bleak cradle
#

Hey guys, I am trying to make a shooting range, which can be made to appear and disappear with a function (thinking something like addAction with a deleteVehicle script) but I am kinda clueless as to how I will make it reappear, any suggestions welcome 🙂

small patrol
#

Use hideObject instead

bleak cradle
#

Ey, makes sense 😄 but can "objectname" from the "objectname hideObjectGlobal true;" be a list?

small patrol
#

Be a list in what terms? Like, you have an array (array is what it should be called) of objects and a code to toggle the objects?

bleak cradle
#

Yeah array, cause the shooting range is a load of objects

plain gale
#

apply, forEach

#

check these out

bleak cradle
small patrol
#

These and choose one

bleak cradle
#

Ah yeah, I am trying them now, thanks so far 🙂 Will no doubt come back for more help xD

bleak cradle
#

I looked through several BIS pages and other forum post but must admit I am fumbling in the dark, but really want to try to get this to work 🙂
I found objectname hideObjectGlobal true; and code forEach array as you recomended..
I tried combining them into this this addAction ["Hide Range", hideObjectGlobal forEach [t1,t2,t3] true; but it is giving me errors.. Probably obvious to you 😛 But here I am having little experience with scripting/coding

prisma oyster
bleak cradle
#

Thanks 😅
So this addAction ["Hide Range",{ _x hideObjectGlobal true } forEach [t1,t2,t3] true; ?

prisma oyster
#

no need for true at the end of it 🙂

bleak cradle
#

Oh yeah 😛

prisma oyster
#

that, and you're good!

bleak cradle
#

Thanks work with no errors, but one problem tho', when I enter the mission the targets are hidden already. What I was looking for was them becomming hidden when using the command 🙂

prisma oyster
#

oh sorry, I missed the proper formatting

#
this addAction ["Hide Range",{ _x hideObjectGlobal true } forEach [t1,t2,t3] // wrong

this addAction ["Hide Range", {
  { _x hideObjectGlobal true } forEach [t1,t2,t3]
}]; // correct
#

@bleak cradle you should be good with that 😄

bleak cradle
formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
prisma oyster
#

```sqf ^^

serene vigil
#

Is there any specific command that allows a trigger to activate if a friendly unit has been killed in the trigger's area?

keen jolt
plain gale
#

EntityKilled EH, inArea command

#
  1. add event handler
  2. When it fires, check if unit is friendly and in the area of the trigger
serene vigil
#

I don't understand event handlers very well unfortunately

serene vigil
plain gale
#
addMissionEventHandler ["EntityKilled", 
{ 
  // do stuff here
}];
dusk void
#

Does anyone know where to find the sample missions in the PBOs? I saw something with a filepath for arma 3 tools but that filepath didn't exist.

wind raptor
#

I don't think there are sample missions notlikemeow

dusk void
#

That is pretty crazy cause arma 2 had a ton of sample missions with lots of documentation

cobalt stag
#

CTRL+D nor selecting the debug console via tools>debug console in editor opens the debug console, any solutions?

plain gale
#

Any mods?

cobalt stag
cobalt stag
#

?

plain gale
#

What mods...

cobalt stag
#

ace, rhs, zeus enhanced, hmds mod, jsrs, private mods, usaf mods, etc

#

there's 81

plain gale
#

¯_(ツ)_/¯

#

Test without the mods

cobalt stag
#

alright

cobalt stag
plain gale
#

Without mods it's not CTRL+D

#

it's ^

cobalt stag
#

I know

#

I tried doing that and going to tools>debug console up top

#

Still wont open

last aurora
#

verify game installation

cobalt stag
#

alright

#

worked, thanks @last aurora @plain gale

plain gale
#

👍

cobalt stag
#

alright it stopped working once i loaded mods

#

nice.

last aurora
#

either hmds mod or one of your "private" mods is 🦆ing it up

#

i'd go for second

prisma oyster
cobalt stag
#

@last aurora I removed 30+ mods not including my private mods , but did remove the HMD mods and it worked so probably that or the other 30 mods

cobalt stag
#

tfl

broken inlet
sullen glen
#

wasn't sure if this should go here or one of the troubleshooting

When you open the Editor a default faction will expand under NATO, OPFOR ect.

Is it possible to change which faction will expand open by default?

small patrol
#

Want to open eg CTRG instead of NATO by default?

sullen glen
#

Yes exactly

small patrol
#

There's a config variable that sets it. Can't remember right now but possible via a Mod

late grail
#

Guys how to make a brifening without using advanced scripting and sqf's

#

I mean when we start mission, it dont start normally (spawning as soldier) but we have a showed map, mission target, info about mission etc.

#

and mission starts when we click "continue"

prisma oyster
late grail
#

Dammit 😦

prisma oyster
#

I can guide you?

late grail
#

Yeah, sure

prisma oyster
#

so, is it a single or multiplayer mission? if MP, does it have multiple playable sides?

late grail
#

single

prisma oyster
#

purrfect

so create a file at the root of your mission, name it init.sqf
in it, add the following:```sqf
player createDiaryRecord ["Diary", ["My Subject!", "This text is incredibly long:<br/>here, a linebreak should do."]];

#

fixed* 😄

late grail
#

ok thanks, can i take a screenshot of this?

prisma oyster
#

screenshot, copypaste, anything you need

late grail
#

thanks for help

prisma oyster
#

the channel exists for this reason 😉

#

anytime!

late grail
#

can i create this in notes?

prisma oyster
#

Yes, instead of Diary, use Notes (iirc)

sinful zenith
broken inlet
#

blobdoggoshruggoogly me no remember

#

lots of those around heh

jagged ocean
#

does anyone know a way to make ambient traffic in eden? similar to the civ presence modules

bronze moth
plain gale
#

Works in sp and mp :)

bronze moth
#

ahh alright then the module would be much easier than scripting

prisma oyster
plain gale
#

Talking about 3den Enhanced.

prisma oyster
#

ah :)

umbral orchid
#

Is there a way to place individual props in the editor instead of taking them from the presets?

plain gale
#

Wdym?

umbral orchid
#

There's a props section but the only options I saw were for complete prefab checkpoints. These checkpoints contained barricades that I can move around freely.

#

I was wondering if I can spawn those barricades without having to spawn a whole checkpoint

plain gale
#

They should be available as single objects

umbral orchid
#

Oh, I'll check again, hang on

#

How do I spawn an empty vehicle?

prisma oyster
dim kindle
#

or click "place vehicles with crew" to unchecked

umbral orchid
#

Okay

umbral orchid
#

One more question: how do I make it so vehicles don't stop at "move" waypoints?

dusk void
#

If you are trying to get the vehicle to move in a loop then do the cycle waypoint next to another move

#

Otherwise the dismissed waypoint may work for you but idk how it works for vehicles

prisma oyster
past sun
# umbral orchid One more question: how do I make it so vehicles don't stop at "move" waypoints?

I dont know if it is still like that but one thing you can do is(assuming the vehicle is on the road), dont place waypoints at crossroads(ie. where the vehicle can head to more than 1 way), but in the middle of a 1 way.. This way, the vehicle will not slow down and by the time it slows down it will calculate its path before having a full stop. Another thing is dont make waypoints too far away from each other, because the longer the distance is, the longer it takes to create a path for itself which means it will decelerate for longer period.

dusk void
#

So I am trying to sync a join waypoint to another waypoint and I can't seem to do it. In the connect section of the waypoint the only thing that popping up is waypoint activation. How do you get the sync up for waypoints?

wind raptor
dusk void
#

Yeah it says to sync but I don't understand how to sync. It doesn't have an option for syncing in the right click menu of the waypoint

wind raptor
#

When synchronizing, click and hold on the waypoint of the group that is to join the other, then drag to the other group's waypoint.

dusk void
#

Yeah that didn't work

#

I feel like I'm being dumb but at the same time I followed it to the T

wind raptor
#

I hate triggers and waypoints.

prisma oyster
#

right-click → set waypoint activation → click on the other waypoint → ???? → profit

dusk void
#

Oh, okay. I didn't know that was the same thing as syncronizing

prisma oyster
#

now you know!!1! 👀 😄

prisma agate
#

\n makes linebreaks in the createDiary module, right?

#

nvm, figured it out, it's <br/>

late grail
#

nothing happens

#

just like before

plain gale
#

init.sqf.txt maybe?

#

@late grail

late grail
plain gale
#

That means?

late grail
#

its named init.sqf but in txt format

plain gale
#

Do you have file extensions turned on?

late grail
#

where i can turn it on/off?

plain gale
#

It's German, but the position is the same

late grail
#

ok, what now?

plain gale
#

What is the name of your file?

#

init.sqf or init.sqf.txt?

late grail
#

init.sqf

plain gale
#

so that is good

late grail
#

wait

#

no

#

its init.sqf.txt

plain gale
#

yes

#

there you go

#

rename it to just init.sqf

late grail
#

one last question- it should be at "missions" , or at "UserSaved"

wind raptor
#

missions

lucid brook
#

Hey in the editor how can i setup a master arm menu?

wind raptor
#

A master arm menu? What is that?

prisma oyster
#

SOG DLC related I think

thorn wyvern
lucid brook
#

Ahh okay thanks. Wil this only be working with the dlc or wil this also work without the dlc? Cuz its a very good workshop/garage/loadout switcher

thorn wyvern
#

I haven't tested it on other vehicles

#

But it *should* work if they follow the Jets DLC pylon system and have predefined loadouts.
Although you might run into issues where a weapon is assigned to the incorrect turret if it's setup weirdly.

#

But the camo/rearm/refuel/repair will work as normal

west sable
#

Hey I'm not sure if its better to ask here or in ai but im working on a mission using prairie fire and grumpy old mans ambient AA (which makes the AI shoot into the air and makes really cool AA to fly though). My issue is that once players get close the ambient AA gunners shoot them down first then go back to doing the shooting at the fake ambient targets. Is there a way to get only certain enemy AI to ignore the players?

#

I dont want to use setcaptive because i want some threat but having 20 AA guns looks cool flring into the air but 20 AA guns merc any pilot in a second if they all focus.

past sun
west sable
#

will they still respond to the scripts command to target and shoot at the invisible ones, i wonder.

past sun
#

they will not "shift" target

#

so yes

west sable
#

cool, will try

#

disabling "TARGET" or "AUTOTARGET"

past sun
#

one second actually

#

oh nvm , I recalled it wrong

#

sorry about that

west sable
#

hm, so you dont think it'll work?

past sun
#

Ok documentation got me confused for a moment. So what you can do is... You can disable targeting as I told

#

but you need to manually assign targets after that

#

with doTarget

west sable
#

thats okthat should work, let me check it out

past sun
#

Actually it really depends on group structure from the tests Im doing right now. But I believe I was right... It disables the unit from shifting target, documentation is a bit misleading, saying as if it completely disables from targeting to any unit.

west sable
#

right now the AA guns are bunch of separate units so ill try it

keen jolt
#

if you mean AUTOTARGET

past sun
#

I mean for usage of both

keen jolt
#

you shouldn't disable TARGET

past sun
#

if you dont disable target, he ll still take orders from team leader

west sable
#

this disableAI "TARGET" is that the right syntax?

past sun
#

if in init, yes

west sable
#

yeah

#

ive got two lines in there do i need a ; to break them?

past sun
#

disable AUTOTARGET as well so he wont decide to shift target

#

of course

west sable
#

oh i can't attach an image here thats frustrating uh

#
this disableAI "TARGET";
this disableAI "AUTOTARGET"```
#

the first bit is for the ambient AA stuff

past sun
#

Well of course depending on the scene, you may need to add more scripts to that

west sable
#

nice that appears to work

#

thanks! I am new to this so i'm sure i'll be back 🙂

cobalt stag
#

Is there a way to emulate the effect of helicopter rotors spinning?

#

I'm in the simple object editor of a huey right now and there is no rotor selectable in the animation tab

#

Are there other ways of making helicopter rotors spin besides simple object editor?

prisma oyster
#

turning the engine on works quite well, actually

west sable
#

am i on drugs or can i not find a place to place light sources

cobalt stag
#

In eden editor @prisma oyster

prisma oyster
cobalt stag
#

I am

#

I’m trying to take a screenshot with a Huey with the rotors on

#

Is there some unknown feature in the artwork supported that emulates the rotors spinning?

keen jolt
cobalt stag
#

Do you have an example using that? Haven’t heard of that before

keen jolt
#

select the helicopter in 3den

#

then execute that in debug console

cobalt stag
#

Alright

cloud moss
#

rotors are spinning 😛

plain gale
#

Can you take off with it if it spins fast enough ? 😄

hearty token
#

if i wanted to make a stealth chopper that would be quiet to both players in an MP worlds and AI how would I start with that?

#

i've found a couple things that relate to the sound coeffecients but im not sure if thats it.

#

tanks in advanced 🙂

west sable
#

has anyone done a prairie fire only arsenal yet? The only way I can tell it works from the BI documentation is the big list of all the stuff to include

plain gale
#

if you need it scripted though than you probably have to do it manually*

last aurora
#

@west sable
i might have a solution. let me ask the author if i'm allowed to share

broken inlet
dusty canyon
#

is there a way to make random doors in for editor placed buildings locked or unlocked? I've tried a trigger that works but not for editor placed buildings.

#

Something like this

umbral orchid
#

Why don't units walk around on a loiter waypoint?

#

They just move to the loiter waypoint and stop

past sun
umbral orchid
#

Oh

#

How do I make civilians walk around

keen jolt
#

if you want them to move randomly just place a random waypoint or something

#

I don't recommend it in towns tho

#

can severely reduce your FPS

lusty thorn
#

I'm working on a mission and I don't want dead bodies or destroyed vehicles to show as editable in my Zeus

#

how to fix

last aurora
#

@west sable
tried to DM you, not allowed.
so here it is:

this is a demo mission in stratis that show how this custom arsenal works:
https://drive.google.com/file/d/1apgfqLmJFY8bJYc2ZLivmsX4T3x27B0W/view?usp=sharing

  • it creates an invisible helipad at the edge of the terrain and fills it with items that are predefined in the item array.
  • it blocks all content not in this list to be loaded in the arsenal
  • loading arsenal loadouts that contain items not listed in the item array will be blocked with a message and a list of what was blocked by the custom arsenal.

to edit the item array, fill arsenal\CUP_custom_arsenal_array.hpp with classnames of items you want to have in the arsenal.
if you want to have it auto filled with VN (SOG) gear only, open CUP_Arsenal_Overwrite.hpp and move to line 356.
remove line 360, 370, 372, 373 and the file arsenal\CUP_custom_arsenal_array.hpp

then you have to delete also

"srifle_GM6_F",
        "launch_NLAW_F",
        "hgun_esd_01_F",
        "U_C_Paramedic_01_F",
        "V_DeckCrew_yellow_F",
        "B_Bergen_hex_F"

and replace it with a line of code that lists the items from VN by using either
https://community.bistudio.com/wiki/configFile
https://community.bistudio.com/wiki/configClasses

i have no idea how that auto fill works, this is why i used a manually filled list.
you can as in #arma3_scripting on the arma 3 discord for help on this tho

solar trout
#

Hey. I have been trying to make a mission for me and my friends to play since I'm the only one that even has the slightest knowledge on eden, which even is that much at all and I was trying to make a mission where you are in a carrier plane flying through the air as AA tries to shoot you down. But I couldn't figure out how to get the AA to shoot at the planes the only time they would attempt to attack them was when the paratroopers have already landed and began firing upon them. I have tried to search up the solution but only found more questions as it said to use either 'reveal' command line or 'knows about' command line which I couldn't figure out. so I would appreciate it if you guys knew how and could tell me.

dusk void
#

A quick and dirty way would be to have sentries spot the planes on their way in and enable the data link on the sentries and AA so the AA will look for the planes. Otherwise you are going to have to use those commands.

solar trout
#

If only I had known and thought about that... if I also can't figure out how that works then I'll have to do some digging to figure out how to write those commands

dusk void
#

There is just a checkbox in the units attributes

#

Simple as clicking the right one on them or just all of them.

plain gale
broken inlet
#

Ah hm, I guess you could go through the factions predefined units and check their equipment?

plain gale
#

yeah

#

Good luck with 2k + items

#

Freeze simulator 2.0

broken inlet
dim kindle
#

Does anyone know how I could make a transport helicopter land at a place then wait for a while and take us to our destination?

solar trout
#

^^^^ video about how to do exactly what you asked

dim kindle
bleak cradle
#

Hey guys, any of you experienced exporting a editor file to MP and when you try to open it in MP not player slots show?
I have googled a bit and all posts say to ensure mods are the same, and that I am sure of as I have not even closed my game

dusk void
#

Sounds like your player units are either not spawned or dead

#

Which would be the case if the units are from a mod but you don't have it loaded which is why that website said to check that

bleak cradle
#

All the units are there, playable, simulated etc. The mods are also there 100% unless A3 unloaded them without shutting down the game

wind raptor
#

I think someone else had the same problem not too long ago, but I don't know if it could be solved.

civic frigate
#

I see objectives in some missions like "Destroy the repair station to prevent further armored attacks", is stuff like this possible in the 3den editor without a zeus just deleting armored units or not sending more? If so, how?

wind raptor
#

It is possible and can be done using modules or scripting to dynamically spawn or delete units. This is a rather advanced topic and probably easier with scripting, but it's very doable.

dusk void
#

Just a few triggers could do it with very minimal scripting

civic frigate
#

Would something like this work?

#

In a trigger, and "repair" is the repair station

#

So if Opfor is detected by blufor, AND the repair station isnt destroyed, then the trigger fires?

dusk void
#

That would work, but if they get detected early on then that would be a pain. Probably have a condition that it has to be for so long like maybe 5 minutes then it activates.

#

So do a timeer and either have all the values for how long you want or make it a range if you want it to vary

solar trout
#

I need help with making AI spawn vanished and not actually IN the game yet untill you cross a trigger path.

forest sapphire
#

high cat i could try and help with that hop in a voice chat

solar trout
#

Thanks man.

prisma oyster
#

@forest sapphire no crossposting thank you

hexed oasis
#

is it possible to activate a trigger on the second pass? need a trigger to activate end mission function, problem is im taking the same route out on a river per boat.

wind raptor
#

Yes of course.

#

You could set it up so that the trigger only activates the second time the condition is met, but I don't recommend it (what if the player turns around, stuff like that).
Instead you should adjust the condition to include (in this case) the main task having to be completed.

hexed oasis
#

i think i need to combine second pass and triggeractivated

#

i couldnt figure out how to setup the trigger to fire on second pass

wind raptor
#

Do you have a trigger that updates the main (or final) task when that is complete?

hexed oasis
#

my trigger creates a task for rtb when mission is accomplished. on the way back theres a trigger area that activates on bluefor and triggerActivated trigger 1, 2, 3 etc. it is called end_mission. as soon as this one gets activated the bis_fnc_endMission fires. hope that helps, so i if i understood u right it updates to my final task to rtb

broken inlet
#

add to the condition of the trigger that ends the mission, that the trigger that creates the RTB task has to have been activated

#

so something like
true && triggerActivated rtb

hexed oasis
#

i go threw the trigger area on mission start tho

broken inlet
#

so?

#

that wont matter if the trigger that creates the rtb task hasnt activated yet

wind raptor
broken inlet
#

was it this or true?

#

I feel like I remember seeing it with true, might be wrong though

hexed oasis
# broken inlet so?

as soon as i board the pt boat i get my rtb tasking and the mission ends right there. gotta take a brake and check on it later. low on brain power xD

broken inlet
#

👍

#

feel free to ping me if you need more help

hexed oasis
#

thanks!

wind raptor
broken inlet
#

Ah ok thanks, then I just misremembered it as true rather than this

thick swift
#

Question: I have 2 trigger to activate a waypoint. As is, the 2 triggers need to be triggered in order to activate the waypoint, meaning that they functions as AND. How can I change that to OR, which would mean that either one of the triggers, when triggered, will activate the waypoint?

plain gale
#

in the condition of the trigger you can put ```sqf
triggerActivated Trigger_1 || triggerActivated Trigger_2

hexed oasis
# broken inlet feel free to ping me if you need more help

i did not get it to work as for now, im not very good at editing and i might have understood something wrong. would it be easier to upload the mission here? its with the new sog prairie fire dlc and mcc... the only thing i would need is to set my trigger to activate on the second blufor pass

azure steeple
#

is there a way to stop fence gates falling over and yet still have them openable?

azure steeple
#

awesome, just what I was hoping for. Thanks!

azure steeple
#

following that, is there a way to add multiple gates to another trigger object so I can open say 4 gates from one location?

prisma oyster
#

yes

#

there is 😬

reef lintel
#

praying to the arma gods and sacrificing your firstborn

azure steeple
#

I'm very new to Eden and scripting etc, so if you know how I'd really appreciate a method. I'm just trying to have 2 gates open at once from one interactive object or something

reef lintel
#

did you place those gates yourself in eden or are they part of the map?

azure steeple
#

sort of like a borer guard room linked to gates

#

Placed with Eden

reef lintel
#

give them variable names like "Gate_01","Gate_02" etc

#

that makes it easy to do stuff with a script with them

azure steeple
#

yep

reef lintel
#

and then put this into your players init text field:

{
  _x animate ["Door_1_rot", 1];
} foreach [Gate_01,Gate_02];
#

if you re lucky it works

azure steeple
#

Right, I'll try that, thanks

cobalt stag
#

Is there an efficient way to figure out what mods are preventing the debug console from opening in the eden editor without having to manually unload/load mods one at a time to figure out which one is preventing the debug console from opening?

prisma oyster
#

Ctrl+D to open, usually

#

and what changes that: CBA, iirc

#

@cobalt stag↑

cobalt stag
#

I know how to open the debug console

#

I loaded a couple mods and now it wont open so I'm just manually unloading one at a time and relaunching to see which one is preventing it from opening

#

Is there a more efficient way ?

keen jolt
#

if by couple you mean a couple hundred then you can "bisect" it

#

unload half
if it doesn't work, you can just blame that half (and vice versa)
you keep doing this until you find which one is the culprit

cobalt stag
#

Alright

forest sapphire
#

Hey guys can anyone help me with the new cinematic module?

thick swift
#

Two questions:
1- There is a module called Ordnance, but its options are limited to 82mm mortar, 155m he shell and 230mm rockets. Is it possible to use other kinds of HE shells, in particular those 105mm of SOG CDLC and if so, how?

2- If I have a trigger that activates when OPFOR is present and is repeatable. This trigger activates ordnance call. Is it possible to force it to timeout or interval for a given period in order to emulate arty firing in sequence? How?

Cheers

plain gale
#
myAwesomeVehicle = "O_Truck_02_fuel_F" createVehicle getMarkerPos "exploPos1"; 
bleak cradle
wind raptor
bleak cradle
#

Hey guys, I am trying to make a series of tasks appear from an addAction, but cant really figure it out, have been trying for some time now, how would you guys go about doing this? 🙂

wind raptor
#

Are you using the task modules or are you using the task framework functions directly?

bleak cradle
#

I am using the modules 🙂

#

Better ways to do it=?

wind raptor
#

Option A: Use the task framework functions directly.

Thing addAction ["Action", {
  [...] call BIS_fnc_taskCreate;
  [...] call BIS_fnc_taskCreate;
}];
```Option B: Use the modules.
Requires a trigger with activation condition `ActionPerformed` synced to the modules. Additionally, `ActionPerformed = false;` needs to be part of `init(Server).sqf`.
```sqf
Thing addAction ["Action", {
  ActionPerformed = true;
}];
```Option B has a slight performance impact because of the trigger, Option A does not have this performance impact.
patent steppe
#

@cobalt stag
I did find one mod that did deny both debug and config editor functions and that was OBJET PLANTE ITEM.
I put the situation on their mod page and never got a response.

hexed oasis
#

is spawning in groups per trigger still a scripting thing? is there a way to change the brightness of the flare module in the init?

#

something like late activation would be awesome...

solar trout
#

How would I make it so that a air battle happens decently close to the ground so that you can watch it and maybe even hear it happen.

#

Trying to make a decent high scaled battle.

bleak cradle
#

Hey guys. Back again... I have this in a trigger:
VEHREIN= createVehicle ["O_G_Offroad_01_F", getPos EX_POS_REINFORCEMENT, [], 0, "NONE"]; GRPREIN=createVehicleCrew VEHREIN; GRPREIN setSpeedMode "half"; GRPREIN Move (getMarkerPos "EX_POS_REINMOVE");

But the unit wont move... Any idea why?

sour cargo
#

Does anyone know if it's possible to create a custom Warlords mission with the new factions? I've tried using the I_ARVN classname , but I get an error when the sector tries to populate.

azure steeple
#

can I switch the translation tool to run along the object's local axis rather than the world axis?

bleak cradle
azure steeple
#

👍 perfect thanks, I'm not the best when it comes to looking for blatantly obvious things 😆

bronze moth
#

Are there any good city maps you guys would recommend?

solar trout
bronze moth
#

Any sort of modern city, I'm planning on doing a stealth mission in an urban environment

quasi cliff
#

trying to make a screenshot of paratroopers in the air. However, whenever i force open their chutes, they start descending. Is there anyway to just force open their chutes without them moving?

small patrol
languid musk
#

Can anyone help me make a mission for me and my friend?

small patrol
#

Without telling the exact issue, nobody

solar trout
patent thorn
#

Hi, idk if this is the right channel for this but does anyone know how to activate mcc general modules? do you sync it to a trigger or something? I tried asking questions in their discord but they seem inactive maybe someone can help me with this. Thanks

(sorry for spam)

thick swift
wind raptor
wind raptor
# thick swift Thank you for your reply. I'd like to know more about modules making and/or modd...

To add a new module or modify an existing one you indeed have to create a mod. I've never made a mod, so people with experience in that field (like @plain gale) will be able to tell you much more about that than me (if they want to).
Just a word of warning: If you use a mod for making your mission (e.g. by placing a vehicle or module from that mod), that usually creates what is called a dependency on that mod, meaning that people who want to play your mission also have to use the mod, and many people don't like that and thus don't play your mission.

patent thorn
wind raptor
#

I don't know, I have never used them 🤷‍♂️

empty wolf
#

Is there any way to add a zeus operator to a Dynamic Recon Ops mission? When I try to load a manipulated mission, based off the workshop DRO it just crashes.

reef lintel
#

Whats the error on crash?

#

Have you maybe binarized the exported mission?

empty wolf
#

Sorry for the long wait but here:

#

18:14:34 Mission PindaPlayground.Altis read from bank.
18:14:34 Warning Message: mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item0/Entities/Item0.type: Vehicle class NLD_DSI_TL no longer exists
18:14:34 Warning Message: mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item0/Entities/Item1.type: Vehicle class NLD_DSI_GL no longer exists...

... longer exists
18:14:34 Warning Message: mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item24.type: Vehicle class NLD_F16 no longer exists
18:14:34 Warning Message: mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item25.type: Vehicle class NLD_F16 no longer exists
18:14:34 Warning Message: mpmissions\__cur_mp.Altis\mission.sqm/Mission/Entities/Item26.type: Vehicle class NLD_F16 no longer exists
18:14:34 Missing addons detected:
18:14:34   NLD_Units_Infantry
18:14:34   NLD_Units_Gear
18:14:34   NLD_Units_Air
18:14:34   NLD_F16
18:14:34 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.NLD_Units_Infantry, NLD_Units_Gear, NLD_Units_Air, NLD_F16
18:14:34 Mission PindaPlayground.Altis: Missing 'description.ext::Header'
#

But the mods are picked up correctly if I read this right:

sinful zenith
#

"da39a3ee5e6b4b0d3255bfef95601890afd80709" I would argue thats the hash of a empty directory

#

check that addons order is lowercase

empty wolf
#

addons order is lowercase? wdym?

#

sh -c ./arma3server -limitFPS=1000 -world=empty -mod="" -config="/arma3/configs/main.cfg" -port=2302 -name="main" -profiles="/arma3/configs/profiles" -serverMod="servermods/@CBA_A3;servermods/@F16;servermods/@ACECompatRHSGREF;servermods/@ACECompatRHSUnitedStatesArmedForces;servermods/@ace;servermods/@NLDUnits;servermods/@ACECompatRHSArmedForcesoftheRussianFederation;"

#

ive converted the folder names to all lowercase, retrying with your suggestion @sinful zenith

#

fyi, the custom map works when we host it through UPNP ingame just not on the server

#

sh -c ./arma3server -limitFPS=1000 -world=empty -mod="" -config="/arma3/configs/main.cfg" -port=2302 -name="main" -profiles="/arma3/configs/profiles" -serverMod="servermods/@acecompatrhsunitedstatesarmedforces;servermods/@ace;servermods/@nldunits;servermods/@acecompatrhsgref;servermods/@acecompatrhsarmedforcesoftherussianfederation;servermods/@cbaa3;servermods/@f16;" now the command looks like this

#

Sadly didnt work out

#

Still the same missing addons detected which is equal to the one posted above.

sacred briar
#

hey guys! for some reason my friends missions arent saving to his profile

#

It saves, but im not sure where the directory is

#

its not in C:\Users\Username\Documents\Arma 3 Other Profiles\ ....\Saved

sinful zenith
#

the "addons" folder isnide the modfolder needs to be lowercase

#

not the @ foldername itself

#

The mods you have there are not -serverMod's, they are normal mods

#

so they go into the normal -mod

empty wolf
#

ah sorry, misinterpreted it I guess. I see that both of those mod folders contain Addons instead of addons. Ill see if this helps. Thanks for the info 🙂

lucid basin
#

Is it possible to spawn a weapon on the ground with a scope attached ?

empty wolf
#
LAUNCHING ARMA SERVER WITH ./arma3server -limitFPS=1000 -world=empty -mod="" -config="/arma3/configs/main.cfg" -port=2302 -name="main" -profiles="/arma3/configs/profiles" -serverMod="servermods/@acecompatrhsunitedstatesarmedforces;servermods/@ace;servermods/@nldunits;servermods/@acecompatrhsgref;servermods/@acecompatrhsarmedforcesoftherussianfederation;servermods/@cbaa3;servermods/@f16;"
20:34:09 SteamAPI initialization failed. Steam features won't be accessible!
20:34:09 Initializing stats manager.
sh: 1: /sbin/ifconfig: not found
20:34:09 Stats config disabled.
20:34:09 sessionID: 0b66ec37e341dbe202e873d72e84819aea62f0b6
ErrorMessage: Cannot open file '/arma3/servermods/@f16\addons\fir_f16_nationalguard'
Application terminated intentionally
20:34:12 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
Cannot open file '/arma3/servermods/@f16\addons\fir_f16_nationalguard'
``` On to the next error we go! Seems like a conversion between unix and windows /'s isnt working properly
#

gonna move them to mods first and try again

#
LAUNCHING ARMA SERVER WITH ./arma3server -limitFPS=1000 -world=empty -mod="mods/@acecompatrhsunitedstatesarmedforces;mods/@ace;mods/@nldunits;mods/@acecompatrhsgref;mods/@acecompatrhsarmedforcesoftherussianfederation;mods/@cbaa3;mods/@f16;" -config="/arma3/configs/main.cfg" -port=2302 -name="main" -profiles="/arma3/configs/profiles" -serverMod=""
20:40:17 SteamAPI initialization failed. Steam features won't be accessible!
20:40:18 Initializing stats manager.
sh: 1: /sbin/ifconfig: not found
20:40:18 Stats config disabled.
20:40:18 sessionID: 421088af93d6f91f56c16723c4617cbe11180aa5
ErrorMessage: Cannot open file '/arma3/mods/@f16\addons\fir_f16_nationalguard'
Application terminated intentionally
20:40:18 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
Cannot open file '/arma3/mods/@f16\addons\fir_f16_nationalguard'
20:40:18 Critical:Destroying running thread!
20:40:18 Critical:Destroying running thread!
20:40:18 Critical:Destroying running thread!
Segmentation fault (core dumped)

``` Hmm not sure what to do now. Im running this on an ubuntu machine btw
sinful zenith
#

pbo files and "addons" folder need to be lowercase

lucid basin
#

Thx

last aurora
#

@plain gale
is there a way how i can garrison a specific building with 3DEN enhanced?

plain gale
#

One specific type or only one building?

last aurora
#

several different but specifically selected buildings

plain gale
#

Nope. But interesting idea. Gonna put it on my list

last aurora
#

nice, thanks

prisma oyster
#

for tomorrow please

plain gale
last aurora
plain gale
#

Yep

prisma oyster
#

wait, isn't R3vo…?

plain gale
#

Martian actually 😄

languid musk
#

hey how do you get your friend to control AI squad mates in zeus editor?

reef lintel
#

Make him the group leader

left sparrow
#

Does anyone know how to increase wave height? I tried max rain, overcast, wind, etc. It doesn’t really change. The setWave command also didn’t do much

keen swallow
#

Hey, I'm trying to use a stationary Globemaster (USAF mod) as a respawn point/base for my players and as such I filled it with objects.
If I set the ramp down in the properties as well as disable sim, it works just fine in the editor.
Sadly, the ramp shows up as closed on a dedicated server.

What can I do? I can't enable simulation as the plane will begin bouncing everywhere.

plain gale
#

you can use forceWeatherChange command

plain gale
keen swallow
#

Thanks i'll test it out

signal fable
#

Hey guys im trying to set up a ww2 antistasi and my friends want ace but think ace medical base settings is too hard, I tried messing with its settings but so far ive been just making it way to arcade like

#

Any one have a good balanced profile for it?

cobalt stag
#

what key is it to speed up time within the eden editor singleplayer?

prisma oyster
cobalt stag
#

thanks

left sparrow
left sparrow
#

it just says number

prisma oyster
#

0..1 range yes

left sparrow
#

alr, thx

open imp
#

will "player setpos [7250.273, 17844.875, 0];" teleport every single player in the mission or just the main player?

past sun
#

only the player who executes the code

open imp
#

How do i make it so that every player gets teleported?

broken inlet
plain gale
#
allPlayer apply { _x setPos _position; };
plain gale
last aurora
#

not exactly, but still a very good option that comes in very handy
i meant morel like
select unit / group -> context menu -> garrison
and then either gerrison random or gerrison specific and point to a single building

plain gale
#

Alright. This is on my list. I'd love to allow garrison via drag & drop. Just need to figure out how

prisma oyster
#

properly 😄 😉

plain gale
#

Feel free to contribute @prisma oyster if you know how 😉

prisma oyster
#

Unfortunately nope 😬 unless I misunderstood what was wanted

#

Place a group close to a building
Right-click "garrison nearest building with positions"
Do the "????" stuff
Profit ?

plain gale
#

Too easy

prisma oyster
#

Heh

plain gale
#

I want it to look similar to how you drag unit into vehicles 😄

prisma oyster
#

Can you grab the "group drag & drop" over a building, like modules do?

plain gale
#

yep

prisma oyster
#

Then what is the blocking thing?

plain gale
#

I am gonna find out 😄

prisma oyster
#

"duu eeet" then 😄
ping if I can help

atomic plinth
#

Small Question Guys!

I have some already unconscious AI using with the following in their init box:

Pilot1 setUnconscious true;

When Players activate a trigger it activates the following, to simulate injuries from a crash:

[Pilot1, 0.5, "body", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;
[Pilot1, 0.5, "head", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;
[Pilot1, 0.5, "hand_r", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;
[Pilot1, 0.5, "hand_l", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;
[Pilot1, 0.5, "leg_r", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;
[Pilot1, 0.5, "Leg_l", "vehiclecrash"] call ace_medical_fnc_adddamageToUnit;

After a short amount of time, they regain consciousness and start self-healing, how do I programme them to remain unconscious? Have I missed anything/done anything wrong?

Thanks in advance

keen jolt
atomic plinth
#

I want them to be injured and require treatment from players using ACE medical, I tried setting damage using the sliders, but it only visually made them look damaged and not actually injured when using the ACE interaction menu

vague patrol
#

New to the editor and trying to pick it up. I've learned some easy stuff so far but I would like to make at least one objective to search for Intel in a specific city. I would like to place down a bunch of random things for my friends and I to have to actually search through to find the right intel. However I would like to be able to enjoy this scenario as well. Any way to make all the placed objects dynamic in that the game picks one at random and assigns the trigger to it?

plain gale
#
  1. You go into the editor and select a few locations where you want to allow the item to spawn (You can place the an object precisely and copy it's position to the clipboard from the context menu)
  2. In your mission root create a file called "initServer.sqf"
  3. In that file put
myIntelObject = createVehicle ["YOURCLASS", selectRandom [POSITION_1, POSITION_2, POSITION_N], [], 0, "CAN_COLLIDE"];
vague patrol
#

@plain gale yo thank you! I've been really interested to learn scripting and honestly the tutorials I've been watching has helped start to make some of it make sense. So in this script position 1 and 2 are understandable position _N, what does that denote? And what about the "yourclass" and "can_collide"? Also do I have to add the initServer.sqf to the init in the attributes for each of the placed objects?

plain gale
#

POSITION_N just means you can put an "unlimited" number of it into there

#

so 1,2,3,4,5,6,n

#

CAN_COLLIDE means that the command will not check for other objects e.g collision.