#arma3_editor
1 messages · Page 49 of 1
that is the proper saying.
re-read that
same for "(" and "["
Try not to learn a lot of thing once. Step by step is the only and best way to learn
that's what i do by self teaching myself usually....
changing animation of ai
didnt work for this
At what context?
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
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
then.... learn it if you don't understand?
no online tutorials
At, what, context? What is your intention? To make a mission? Or something else?
there are plenty of tutorials for sqf. the wiki is a very good start
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
@sour palm that wont help you. ( sorry shoulda said this was for the problem i was having )
my bad
yes but there have average 500 animations
https://imgur.com/e38lAqK is that correct? ( tick is the correct way and the x is the incorrect way ???)
is there a way to find them faster
Not sure what is the Mod though, I think I can recommend my Mod
so, the principle:
- for each { opened, you need a closing }
- indentation (tabs) help you notice where you open and where you close one
does positioning matter at all or?
not at all, it's just to be human readable
tfar animations mod
your telling me the }; could be anywhere after the line ....
Humans write after all. Humans should debugs also
having the brackets like that makes it easier for people to read and understand, but it's not necessary
.............................
you could writec class abc { value = 1; };``````c class abc { value = 1; };is better to read, right?
If you are not able to read up on things then quit scripting
swallows a cyanide pill while holding a sign that says FCK this*
i am only doing this 1 script for the life server my community is setting up so bite me -_-
Then that is not a Mod for you. It should be used with TFAR, which means you can't use in singleplayer/for AIs
ok so if that ain't the problem
why do i keep getting "unexpected end to config line" or whatever it says
can you suggest a animation mod?
Unless you share your intention ¯_(ツ)_/¯
want to make mission
Then nothing. There're no such Mods
why these animation mods are producing
and how players using animations in missions then
Which kind of these?
im seeing a lot of animations in missions
Depends on the animation mods, some of em are just for screenshot purposes,
and you saying there are no mod
Script them or use 3den Enhanced
yes its fine too can you give a example
No there isn't. I'm 99% sure those animations you see are just from Vanilla
listen dude
im installed a animation mod from workshop and i want to find its code
to script a animation
im meaning that
I mean there is the polpox anim viewer addon thingy 
thanks
helps alot for browsing animation in general
i was searching a thing like that
but to have them play in MP, it's a differente code that it might give you iirc
Again, TFAR anims aren't animations for you, especially for making missions
i want only singleplayer
ok
taking screenshots is fine too
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
can i use animations for screenshots?
am i need to use your animation viewer to find animations?
No. But it should make it 100000000000000000000x easier
ok i already installed it so how to use
thanks i'll try it too
i was wanting to do screenshots only but i said mission because i think its stupidly
:/
huh?
Please no argue if you're here just to solve your issue
Ctrl+Q in Eden Editor
thanks for all
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
Is it a coop mission or a single player scenario?
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
no idea?
How did you get the mission?
Or hm
Sorry, not sure
is it possible to have an intro cut-scene at MP mission start?
and do I need to switch editor mode to Intro, or do I keep it at Scenario ?
scenario only
intro / outro are singleplayer only
thanks
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
You really should forget about the idea. Buildings vs PhysX objects' collision/damage things are really buggy
it might work if you had proper parts and it was terrain placed. but in editor its unlikely to work
Yep I feel like I'll end up giving up on the idea, thx anyway 😁 !
I was thinking a bit about an idea in this style but is it possible to do it without too much difficulty?
Is it possible to just turn those props in terrain placed parts ?
Nope
Damn, thank you anyway for your answers ! 🙂
you would need new objects built for that specific purpose. so no, its not easy
Why not use plane allowDamage false?
If it's only the dmg that's the problem then that's easy to fix.
Like a trigger zone not allowing damage only when the plane is on it ?
It seems to work thx you all for answering 😀 !
anyone wanna do some testing on a yugoslavian mission i made?
Is there any sample mission with an Old Man modules in place?
Dont think so?
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:
- how do I overcome the clipping issue
- 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!
Could use the grass or snow versions of the VR map to build stuff on i think aircraft have no problems since its 100% flat
@atomic plinth
- you can not do what you want to do there
- only option is just more attachTo
Hmm.... ok ... bummer 😕
All components were ‘attached to’
"ok bummer", the new catchphrase 😋
I didn't think about it, but yes it might work ... but I'm ok with the nodamage version because I just want to keep it simple 😀 Thx for the idea !
Np
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
any solution?
you are probably doing it wrong way
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
you're not supposed to use switchMove. use playMove or playMoveNow
sleep 0.00;
nonsense
Hey I thought you're trying to make a screenshot?
i dont know arma 3's scripting language
i just want to create screenshots
i'll try. thank you
https://steamcommunity.com/sharedfiles/filedetails/?id=1877568946
Just follow the guide
thank you
im copying the animation with ctrl+c from your animation viewer and pressing ctrl+e but it says same thing with @keen jolt
?
i solved thanks
???
never mind
i dont see a "equip fries" module
Check if its an option in the helis attributes
Been a while since I did anything with that but I feel like I remember something like that

get the heli to move?
i placed a uh-60 with ai and set waypoints, and when i press play it stays on the ground
does it have crew/fuel?
what kind of waypoints?
move
hm should work
can you link an image of how your waypoins are set up?
as in the actual placement in the world
can i upload it to my google drive
anywhere that is publicly accessible without having to log in
you can even post it to discord somewhere else and put the link here
mkay
thats a message link, not an image link
try putting the waypoints further away
👍
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?
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...)
https://steamcommunity.com/sharedfiles/filedetails/?id=2396653209 perhaps this helps?
will you be making a SP or MP scenario
stupid question. where do i find this heli transport template?@plain gale
In the Editor -> Custom Compositions
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...
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
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?
who here knows how to use ORBEX from ALiVE
thepeople on the ALiVE discord i suppose
check #channel_invites_list
@ripe notch did you try unitcapture/unitplay to make your heli land and leave?
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?
@clever monolith nope. What is the effect?
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
check if the player spawns with ir grenades
okay, haha dumb question but where would I check?
their inventory
as in the arsenal?
so in their attributes then? there isn’t an inventory (I know this is probably very easy but I can’t find it lmao)
@ripe notch you can record your own flight path and replay it in mission with triggers
does anyone know A3 animations?
as in making them or using them?
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
Make sure you export the correct mission in Eden Editor
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
Could be a mod or a script automatically adding those items to your inventory.
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
If it even happens in missions you didn't even make yourself, it's most probably a mod's fault.
using them @cloud moss
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
why not use a zodiac?
I think you can hide it by removing its textures
This is the issue. When I remove the textures, it stops moving
Also, small issue, the sub is attacking backwards
I have never used scripting before so this is basically a new language
{
zodiac setObjectTextureGlobal [_forEachIndex, ""];
} forEach getObjectTextures zodiac;
sub attachTo [zodiac, [0,0,-10]];
//if reverse, add this:
sub setDir 180;
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?
put them in initServer.sqf
I don’t have that file
create it then
I’m not running a server
it's not a server file
I’m just making a mission for me and one other person on saturday
it works in SP and MP alike
just put it in initServer.
you can adjust the values if you want
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”
probably. try it
Okay will do
I think I’m gonna try a slower boat, this subs whipping around like a motorboat
do you move it by yourself or AI?
AI
then make it go slower
How?
waypoint speed
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
check out this page: https://community.bistudio.com/wiki/Arma_3:_Splendid_Animation_Viewer
how do i put animations for guys on the helicopters?
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
I heard this was 'Reshade' being used in the eden editor. Where can I download this?
Just Google ReShade
it terms of resource usage, how big is the difference between alive and dead AI soldier?
dead AI CPU usage < alive soldier CPU usage
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
it does work on agents
if they still moves then the mod moves them manually
Hmm that must be the case then, guess im looking at creating them per demand
if you want to freeze them enableSimulation is your best chance
or that, ill try that. Thanks 🙂
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
I fixed it, forgot a bracket
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
either create all the civillians etc manually in eden, or use a system like the civillian presence modules
the civilian presence module is vanilla right? @broken inlet
ye
do u know a mod when ur doing breaching keeps ur weapon up
or is it a button for it
when i move
its annoying
2xstrg/ctrl
?
press that
wat
what is (2xstrg
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
^
if that's not what you mean, there is a tactical position mod but I don't remember what it's cold
tactical position?
does anyone have advice for spawns on the nimitz?
ive been looking for answers but the only video ive found is acient now
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
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
i just did
it put my weapon down
i meant moving without aiming
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
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?
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
Alright, i get it. So even if i hide fairly less objects, and execute it locally it still works right when i load up the mission in my server?
Yes
Alright, ty
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.
Some bigger mods might have lists with class names on their website, discord, or somewhere in the files
requires scripting
Hello, can i get a little help here with the Bis_Spawn_Ai_Module?
Only if you explain your problem 👍
@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
@turbid sage
try this:
https://community.bistudio.com/wiki/BIS_fnc_exportCfgPatches
it exports in wiki format. with some manual editing you can get class names
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);
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.
Run in debug console and copy the result to notepad
probably better methods out there
If you know scripting or if you have some other programming experience, you can open BIS_fnc_moduleSpawnAI in the Functions Viewer and look at the source code to understand when and why that error is produced.
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.
hmmm I'm afraid I'm not that good at scripting
that was the case in Arma 2
CUP as the gold AK
it would be cool
but it is not in the game
therefore
mods
😁
yep
it doesn't matter how many times you say it, it won't magically appear 😄
which takes a while
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
More people will be able to help if you explain it via text
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
this might help
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
no not really
you might need a #arma3_scripting solution then
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.
west setFriend [west, 0];
```doesn't this work?
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.
well since it does what you want, what more do you want? 😄
see also towards showHUD (alternative syntax) @sacred schooner
Ah true i guess haha, I'll check that showHUD out thanks!
What do you mean most servers don’t accept CUP? What’s wrong with it?
Nothing wrong with cup. You just can't use mods that a server is not running
And all servers don't run cup.
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.
you can also give a really big negative rating to every unit
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).
Yes that’s what I meant
Makes playing with it harder
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?
@bronze moth
have a read here
https://community.bistudio.com/wiki/Arma_3:_Respawn
thanks
👍
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
you create the scripts inside your mission folder
yeah, i'm trying it now but last time i tried it didn't work so hopefully it will this time
basically, all you need is what is written at the bottom of the page
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", []]);
didn't it say at the very bottom i could just have one with multiple things
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
oh ok
shouldn't it just be fine keeping TAG_ the way it is or am I supposed to put something there?
you can ofc keep it. TAG_ is basically just a placeholder
oh okay
it seemed like it was supposed be replaced with something important that's why I asked
alright I'll test this now
the whole TAG_LoadoutStart is a variable, and you can name it whatever you want. it just must match in both scripts
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
So heres the problem. I have AI guys with a custom loadout at the beginning of a mission. Then they respawn, and they go back to their default loadout. I want them to respawn with the loadout they started with. Im currently using the following script for players, which works fine. I just dont kno...
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)
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
fair enough
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
practice creates masters
😉
- audiocustoms, bedroom, 2021
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
this is actually obe of the reasons why this discord exists
yes
BIS_FNC_HOLDACTIONADD and say3D
For a separate mission I have that involves the arsenal, what is the script to respawn with the loadout you had on death instead of spawn?
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
Alright so am I only having that one folder then?
one mission folder where your mission.sqm is, your onPlayerKilled.sqf and onPlayerRespawn.sqf
Ohh okay thanks for clarifying
np. as i said, the onPlayerKilled.sqf way is just a guess. you have to try it
yep, it seems like it'd work though
nice 😄
i'll test it now
Yep it works
👍
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
There are premade scripts for that
Google can props help
Might have been part of a mod
Woulda loved that mod lol
maybe 3den enhanced? dunno 
I have 3den lol
3den =/= 3den enhanced
Yes i have that
I found out lambs arty is better then vcom tho..it has a tasking thingy
Enh doesnot have that 😄
Fudge
ah oki
Anyone know what lambs dynamic target is?
Yes, the guys in Lambs Discord
Or you can just try looking for it yourself 

did somebody know how to make paradrop command in arma 3 ww2
@fleet plume theres a waypoint thing in zeus or eden for that
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?
Mods most likely?
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
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
are you sure they get deleted?
are they null?
The complete AI unit including his global variable name is gone https://i.imgur.com/7I0CIhi.png
so yes
then it was never created
if it was created, that variable would exist
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
check the unit's init
nothing in there that would delete the unit. Same command is on the second pilot too https://i.imgur.com/yVr2GEv.png
it;s for a loadout
I mean in config
if it only happens with that specific unit then something is wrong there
do you mean the config viewer? Because unit two is from the exact same class
and unit two works
or a script deleting such named unit
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
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
what if you cleared the init?
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.
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
Is there any way to play a scenario but it still requires one mod?
Sorry can you explain that a bit more?
I'm trying to play a scenario, but it requires a Mod asset that doesn't exist anymore, is there any way to still play the scenario?
What mod is it? is anything from that mod actually in the scenario or is it more of like a functions thing?
either get the mod or try to remove the dependency somehow
It's a Kobra Stormtrooper asset
So does the mod no longer exist or do you just not have it loaded?
The Mod exists, but the Asset was removed from the mod
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)
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.
how do you find the name
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
"but it won't run" more details please
-
It doesn't list the dlc as required in the server browser
-
Missing pbo error
The HitPart EH returns many things (see https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart), one of those is the selection name of the part that was damaged.
So you add that EH to the tank, preview the mission and cause some damage to the track, then you can get the selection name from the EH.
Server doesn't load prarie fire (GTX gaming) I think
Have you asked in #server_admins?
Sorry its fixed
We was loading vn on servermod not mod line
anyone know how the camera shot module works?
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 🙂
Use hideObject instead
Ey, makes sense 😄 but can "objectname" from the "objectname hideObjectGlobal true;" be a list?
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?
Yeah array, cause the shooting range is a load of objects
Check which ones out? 🙂
These and choose one
Ah yeah, I am trying them now, thanks so far 🙂 Will no doubt come back for more help xD
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
Kudos for trying! 👍
{ _x hideObjectGlobal true } forEach 😉
Thanks 😅
So this addAction ["Hide Range",{ _x hideObjectGlobal true } forEach [t1,t2,t3] true; ?
no need for true at the end of it 🙂
Oh yeah 😛
that, and you're good!
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 🙂
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 😄
Yes! You're so d🦆ing awesome! 😄
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
```sqf ^^
Is there any specific command that allows a trigger to activate if a friendly unit has been killed in the trigger's area?
triggers are not a suitable method for that. use event handlers
EntityKilled EH, inArea command
- add event handler
- When it fires, check if unit is friendly and in the area of the trigger
I don't understand event handlers very well unfortunately
So I would put EntityKilled after this addEventHandler ?
addMissionEventHandler ["EntityKilled",
{
// do stuff here
}];
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.
I don't think there are sample missions 
That is pretty crazy cause arma 2 had a ton of sample missions with lots of documentation
CTRL+D nor selecting the debug console via tools>debug console in editor opens the debug console, any solutions?
Any mods?
Yeah
?
What mods...
alright
Doesnt work even without any mods loaded
verify game installation
👍
then #arma3_troubleshooting if needed of course 😉
@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
what are those private mods?
tfl
wat?
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?
Want to open eg CTRG instead of NATO by default?
Yes exactly
There's a config variable that sets it. Can't remember right now but possible via a Mod
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"
from what I know, you can't without scripting
Dammit 😦
Yeah, sure
so, is it a single or multiplayer mission? if MP, does it have multiple playable sides?
single
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* 😄
ok thanks, can i take a screenshot of this?
screenshot, copypaste, anything you need
https://community.bistudio.com/wiki/createDiaryRecord
here is the documentation for this command
thanks for help
can i create this in notes?
Yes, instead of Diary, use Notes (iirc)
The ripped vests mod
does anyone know a way to make ambient traffic in eden? similar to the civ presence modules
You can also use the create diary record module which would be easier, and if you have eden enhanced you can write it in the general attributes of the mission (this might only work for multiplayer or something though I wouldn’t know)
Works in sp and mp :)
ahh alright then the module would be much easier than scripting
was it not failing on dedicated or something?
Talking about 3den Enhanced.
ah :)
Is there a way to place individual props in the editor instead of taking them from the presets?
(sorry about asking in #general_chat_arma)
Wdym?
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
They should be available as single objects
hold Alt while placing it
or click "place vehicles with crew" to unchecked
Okay
One more question: how do I make it so vehicles don't stop at "move" waypoints?
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
you can give them a big activation radius, so they will not slow down just before reaching it
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.
Alternatively , if none of these solve your issue, slap a setDriveOnPath command with markers (and optionally speeds).
https://community.bistudio.com/wiki/setDriveOnPath
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?
https://community.bistudio.com/wiki/Waypoints#Join
Admittedly I've never done it myself, but presumably like this.
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
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.
Yeah that didn't work
I feel like I'm being dumb but at the same time I followed it to the T
I hate triggers and waypoints.
right-click → set waypoint activation → click on the other waypoint → ???? → profit
Oh, okay. I didn't know that was the same thing as syncronizing
now you know!!1! 👀 😄
\n makes linebreaks in the createDiary module, right?
nvm, figured it out, it's <br/>
it dont works
nothing happens
just like before
i tried to change format
That means?
its named init.sqf but in txt format
Do you have file extensions turned on?
where i can turn it on/off?
ok, what now?
init.sqf
so that is good
one last question- it should be at "missions" , or at "UserSaved"
missions
Hey in the editor how can i setup a master arm menu?
A master arm menu? What is that?
SOG DLC related I think
There is a very simple example available on the SOG forums
https://community.sogpf.com/threads/108-How-to-properly-use-the-Aircraft-Master-Arm-Module?p=198&viewfull=1#post198
The wiki page for the Master Arm module will be available soon
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
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
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.
You can disable the targeting/autotargeting of some AI units to prevent some units from switching target (to player)..
https://community.bistudio.com/wiki/disableAI
will they still respond to the scripts command to target and shoot at the invisible ones, i wonder.
hm, so you dont think it'll work?
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
thats okthat should work, let me check it out
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.
right now the AA guns are bunch of separate units so ill try it
no the leader can still assign targets
if you mean AUTOTARGET
I mean for usage of both
you shouldn't disable TARGET
if you dont disable target, he ll still take orders from team leader
this disableAI "TARGET" is that the right syntax?
if in init, yes
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
Well of course depending on the scene, you may need to add more scripts to that
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?
turning the engine on works quite well, actually
am i on drugs or can i not find a place to place light sources
In eden editor @prisma oyster
yes, you can
but really, if you want to make screenshots you should use POLPOX's Artwork Supporter
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?
did you try setVehiclePosition?
I think it works 🤔
Do you have an example using that? Haven’t heard of that before
get3DENSelected ""#0#0 setVehiclePosition [ASLtoAGL getPosASL(get3DENSelected ""#0#0), [], 0, "FLY"]
select the helicopter in 3den
then execute that in debug console
Alright
Can you take off with it if it spins fast enough ? 😄
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 🙂
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
https://www.youtube.com/watch?v=CPZG-at44jg Only thing I can recommend
if you need it scripted though than you probably have to do it manually*
@west sable
i might have a solution. let me ask the author if i'm allowed to share
Hm that makes me wonder if there's a good way to generate an arsenal with all the equipment used by a certain ingame faction
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
Why don't units walk around on a loiter waypoint?
They just move to the loiter waypoint and stop
Loiter is only for aircrafts. For rest it acts like move waypoint.
cycle waypoint
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
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
@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
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.
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.
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
There is just a checkbox in the units attributes
Simple as clicking the right one on them or just all of them.
Not really, since there is no indication of what faction used which weapons/items
Ah hm, I guess you could go through the factions predefined units and check their equipment?

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?
^^^^ video about how to do exactly what you asked
Thank you
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
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
All the units are there, playable, simulated etc. The mods are also there 100% unless A3 unloaded them without shutting down the game
Any other ideas? 🙂
I think someone else had the same problem not too long ago, but I don't know if it could be solved.
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?
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.
Just a few triggers could do it with very minimal scripting
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?
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
I need help with making AI spawn vanished and not actually IN the game yet untill you cross a trigger path.
high cat i could try and help with that hop in a voice chat
actually this is a pretty good guide https://www.youtube.com/watch?v=Sxn7h9D_l-M
Thanks man.
@forest sapphire no crossposting thank you
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.
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.
i think i need to combine second pass and triggeractivated
i couldnt figure out how to setup the trigger to fire on second pass
Do you have a trigger that updates the main (or final) task when that is complete?
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
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
i go threw the trigger area on mission start tho
this && ... else you lose the BLUFOR present 🙂
was it this or true?
I feel like I remember seeing it with true, might be wrong though
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
thanks!
Well true && x is the same as just x.
In the trigger condition, this refers to the stuff from the dropdown boxes like BLUFOR present.
Ah ok thanks, then I just misremembered it as true rather than this
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?
in the condition of the trigger you can put ```sqf
triggerActivated Trigger_1 || triggerActivated Trigger_2
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
is there a way to stop fence gates falling over and yet still have them openable?
yes, allowDamage
awesome, just what I was hoping for. Thanks!
following that, is there a way to add multiple gates to another trigger object so I can open say 4 gates from one location?
praying to the arma gods and sacrificing your firstborn
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
did you place those gates yourself in eden or are they part of the map?
give them variable names like "Gate_01","Gate_02" etc
that makes it easy to do stuff with a script with them
yep
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
i dont know anything about animations, ask in #arma3_scripting if it fails
Right, I'll try that, thanks
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?
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 ?
if it's only a couple then it's already the most efficient way
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
Alright
Hey guys can anyone help me with the new cinematic module?
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
myAwesomeVehicle = "O_Truck_02_fuel_F" createVehicle getMarkerPos "exploPos1";
Awesome man! Mad love! ❤️
1.) No, not unless BI or SGD or a mod add support for that.
2.) Yes, using a second trigger.
But triggers are not a good tool for this; with a little scripting you can solve both problems 1.) and 2.) at once. I believe another option would be using the Fire Mission WP, but I have no experience with that.
Which one of these approach would you like to learn more about?
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? 🙂
Are you using the task modules or are you using the task framework functions directly?
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.
@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.
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...
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.
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?
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.
can I switch the translation tool to run along the object's local axis rather than the world axis?
Yes @azure steeple https://imgur.com/a/hus4zKa
👍 perfect thanks, I'm not the best when it comes to looking for blatantly obvious things 😆
Are there any good city maps you guys would recommend?
What kind?
Any sort of modern city, I'm planning on doing a stealth mission in an urban environment
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?
If youre using my Artwork Supporter, use simpleAttach. Also no crosspost
Can anyone help me make a mission for me and my friend?
Without telling the exact issue, nobody
I know someone is making a new york map u can download
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)
Thank you for your reply. I'd like to know more about modules making and/or modding. I'd like to mod the current ordnance module to include more types of ammunition.
Btw, I'd like to learn scripting. Is there something like a code-academy for that?
I've only ever used vanilla modules, but usually modules behave like so:
If a module is set up correctly, but not synced to a trigger, it activates immediately on mission start.
If a module is set up correctly and synced to a trigger, it activates when the trigger activates.
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.
As for learning scripting: I don't know any courses that teach Arma scripting.
https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting
Start by checking out this page, ask specific questions in #arma3_scripting, look at other people's code, query your favourite search engine (many questions have been asked by others before you) and most importantly: Play around with scripting yourself.
Thank you mate for your help.
How about mcc modules? because I tried running it with trigger and without
I don't know, I have never used them 🤷♂️
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.
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:
"da39a3ee5e6b4b0d3255bfef95601890afd80709" I would argue thats the hash of a empty directory
check that addons order is lowercase
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.
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
Didn't say anything about the command or odfolder names themselves
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
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 🙂
Is it possible to spawn a weapon on the ground with a scope attached ?
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
pbo file needs to be lowercase too
pbo files and "addons" folder need to be lowercase
yes
Thx
@plain gale
is there a way how i can garrison a specific building with 3DEN enhanced?
One specific type or only one building?
several different but specifically selected buildings
Nope. But interesting idea. Gonna put it on my list
nice, thanks
for tomorrow please

germans expect it done yesterday 😄
Yep
wait, isn't R3vo…?
Martian actually 😄
hey how do you get your friend to control AI squad mates in zeus editor?
Make him the group leader
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
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.
setWave should work. Might need some time to apply the changes
you can use forceWeatherChange command
Dunno why that happens, but you could use animateSource to lower the ramp most likely
Thanks i'll test it out
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?
what key is it to speed up time within the eden editor singleplayer?
Left to backspace
thanks
what's the value for waves. 0 to 1?
it just says number
0..1 range yes
alr, thx
will "player setpos [7250.273, 17844.875, 0];" teleport every single player in the mission or just the main player?
only the player who executes the code
How do i make it so that every player gets teleported?
uhh iirc foreach or remoteexec
allPlayer apply { _x setPos _position; };
https://github.com/R3voA3/3den-Enhanced/issues/189#issuecomment-841790948 Is this what you had in mind?
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
Alright. This is on my list. I'd love to allow garrison via drag & drop. Just need to figure out how
properly 😄 😉
Feel free to contribute @prisma oyster if you know how 😉
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 ?
Too easy
Heh
I want it to look similar to how you drag unit into vehicles 😄
Can you grab the "group drag & drop" over a building, like modules do?
yep
Then what is the blocking thing?
I am gonna find out 😄
"duu eeet" then 😄
ping if I can help
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
why not just use setDamage and setUnconscious?
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
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?
- 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)
- In your mission root create a file called "initServer.sqf"
- In that file put
myIntelObject = createVehicle ["YOURCLASS", selectRandom [POSITION_1, POSITION_2, POSITION_N], [], 0, "CAN_COLLIDE"];
@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?
About initServer.sqf https://community.bistudio.com/wiki/Event_Scripts
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.