#arma3_editor
1 messages · Page 52 of 1
Trying to use animations, and they work, however, they face a certain direction after I add the animation. How do I get them to face the way I want them to using animations? thanks
ok.. I opened a new scenario to try again, and this time they guys face the way I point them... So now I am very confused. Is it a setting? Bug? any ideas?
i'd suggest using the 3den enhanced mod for animations, makes everything so much easier and you dont need the mod when playing the scenario, it only helps in the editor @drifting hamlet
ok, thank you. I will give it a try AETERNUM. For anyone who has had the same issue I just figured out that the problem was only happening when the unit was grouped.
Could you just set a probability to spawn a composition of objects using BIS_fnc_objectsGrabber/BIS_fnc_objectsMapper? I've used that for spawning random things like bandit camps, road blocks, etc.
i found a solution thanks to @lofty sundial
im using a show/hide module with a presence probability
They're still there
hi, just wondering, i was trying to make ai run towards machine gun fire for something, so i set their behavior to "careless". however, they don't seem to want to run
what if you set the group movement speed to Full?
exactly what i did
then instead try using aware behavior, but disable their COVER and AUTOCOMBAT
if you don't want them to fight you can also disable other stuff
no
{
this disableAI _x;
} forEach ["COVER", "AUTOCOMBAT"]
what happens?
they kind of just stop and stare, some move around
they still kind of react like they're being engaged, they just don't open fire
are you sure it's because of that?
oh yeah, i had them on hold fire, they react the same
they still open fire, i have the exact script in each units init
how do they react?
also you should check if it actually worked:
someUnit checkAIFeature "COVER";
use that in debug console
Error Foreign error: Unknown enum value: "COVER, AUTOCOMBAT"
'call{this |#|disableAI "COVER, AUTOCOMBAT";}'
Error Foreign error: Unknown enum value: "COVER, AUTOCOMBAT"
like I said, you're still using the wrong code you wrote
i have the same code in each unit's init field
turns out one of the units had the incorrect one, i deleted it and i dont get the error anymore but it still doesn't work
did you do this?
#arma3_editor message
yeah, it didn't do anything
it doesn't do anything
it just returns a value
in debug console
also someUnit is the variable name of some unit, which you should change
so it worked
yeah, they still engage thoug
you just want them to move as if there's nothing?
yeah, pretty much
well disable all of these then:
["COVER", "AUTOCOMBAT", "SUPPRESSION", "CHECKVISIBLE", "TARGET", "AUTOTARGET", "FSM"]
@livid plaza also no need to copy paste a code into the init of units one by one
if you group them you can just put this in the group's init:
{
_unit = _x;
{
_unit disableAI _x;
} forEach ["COVER", "AUTOCOMBAT", "SUPPRESSION", "CHECKVISIBLE", "TARGET", "AUTOTARGET", "FSM"]
} forEach units this;
they dont fire, but it still doesn't really work
it's okay, it's not that important to me
setBehaviour "CARELESS" perhaps?
I know technically they are still there but they aren't simulated or anything so should have an impact on performance so I'm happy with that solution
hidden objects are simulated...
did you actually test
simulationEnabled someUnit
to make sure?
Could this just be achieved by setting them to “careless” and “forced hold fire”?
There’s checkboxes and stuff
he said that's what he did first but then they just wouldn't run
That’s… unusual
also said didn't do anything
Huh okay
Well damn
hello. question about editor. is there any way to group objects to have them all be together. my example is like, if i have a shed with objects, can i set the shed to have a 20% chance to spawn but the shed includes all the objects within it.
- place "Show / Hide" module
- Select all objects
- Right click one object
- Connect > Sync to
- sync to the module
- double click the module
- set the probability of presence to 20%
ty
Am i able to have a while loop being triggered in a trigger?
So like, when a player is present in a trigger, it will fire a while loop
it accepts it in the trigger, but i get 'Generic error in expression'
That's because of the sleep
Yep, cheers
I didn't mean remove it tho 
Remove what??
Like yea I found out that you can’t have sleep inside of triggers
Like I was trying to make a while loop that would accelerate time more than the 120x by just setting the day and extra lil bit in the future
But it’s super jank and doesn’t even work on multiplayer so eh
Hi! I'm a new player to arma with no knowledge of the scripter, but I've been having fun with the editor.
I've gone to forums and youtube and so on, an I've noticed a common issue with the "follow" waypoint. I'm attempting to use this with a Helicoptor, but I'd like to figure out how to use it on all types of vehicles, mainly planes.
I've heard of scripts solving this issue, but I have no idea how to use them, if I can get any help with this I would be eternally grateful.
No crossposting please #rules . The post in #arma3_troubleshooting, removed
ah all good then
thanks for picking that up.
Yeah, Follow waypoint is not really documented, even in the official wiki
This might be an ancient wreckage from 2001. Probably you need to script it to achieve “let the vehicle follow something”, as you expected
I've pretty much ran into that as the response. I've found a few posts including some blocks that I might be able to use, but admittedly, I actually dont know how to use it
Yeah, you need to learn the ropes beforehand, I'm afraid
Well, im honestly just looking as to where to even place these scripts
I have one, but I have no way to know where to put it. If I did, I'd maybe have a chance of messing around and figuring it out
does anyone know how to remove or fix script error aka big black box in editor.
You can't remove
😥
In order to hide them, fix it
i have searched how to fix them but i cant seem to find any tips on it. but i think mabye its the mods i use.
ah well, don't use those mods then
Is there a way to edit the damage state of a building placed in the eden editor like the "edit terrain object" model let's you set a building to it's damaged state?
looks like you answered yourself?
There is a slider in the attributes of the building for damage
So I am having trouble using the layers for enabling objects within the mission. It was working fine when I was using the groups themselves, but the layer pops up an error that says "apply: local variable in global space" here is the two blocks of code I have tried ```sqf
Opfgo = 0;
getMissionLayerEntities "Opf3" params ["Opfgo", ""];
Opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
getMissionLayerEntities "Blu1" params ["blugo", "markers"];
blugo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };What I don't understand is what local variable it is referring to as the one that makes sense is _x but I had that working with this codesqf
blugo1 = units blu1;
blugo1 apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };```
So maybe the compiler got confused and gave me the wrong error???
params only accepts local variables like this: _this params ["_localVar"];
Ah. So it is a global variable in the local space
yes. params serves two purposes: assign a variable to an array element (like _localVar = _this select 0) and to make that variable only visible to the current scope (like private _localVar = _this select 0)
oh and it also takes care of non existing elements, correct data types, correct length of arrays. but that is not important right now, just for completeness
param and params are in the top 10 of my favourite commands and I abuse them as often as I can 😄
Yeah I saw BIS use them a lot in Arma 2 for the multiplayer
So the trigger won't let me put in that as a local variable. Does that mean I have to call a script instead of using the init field?
if you are only using sqf code you should be able to use that in the trigger. what code are you using now?
getMissionLayerEntities "Opf1" params ["_opfgo", "markers"];
_opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };```
It works in the debug console but the trigger pops up an error saying "Local variable in global space" when I hit okay
again its the params command. "markers" is not valid, "_markers" would be
Yeah, still no dice
I remember Lou Montana saying that triggers are a pain so I think that is what is happening
they are for locality and debugging but sqf is the same
Well that code works in the debug console but not the trigger
getMissionLayerEntities "Opf1" params ["_opfgo"];
_opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
``` this one?
(removed the "_markers" because unused variable)
say whaaat
@prisma oyster what did you say about executing code in triggers?
I said "oh"
(intended too 😄)
I thought you said you didn't like to execute code in init fields because of something didn't work right
init fields != triggers
huh any second line does not work
getMissionLayerEntities "Opf1" params ["_opfgo"];
systemChat str _opfgo;
same error
yes, init fields are reexecuted on e.g JIP
Ah, that makes sense
most likely the parser detecting "zOMG an underscored var"
Programmer was too lazy (And I would be too lazy too) to add a seperate error message for it, because we already have the "local in global space one" and its very close it was just reused.
And till today I'm still too lazy to fix it 😄

So when I use a global variable the trigger allows it to function, but it throws an error on exec and when I use a local variable it will exec fine but the trigger (compiler) throws up an error
well
[] call {_test = "test"; systemChat _test;};
``` works, so:
```sqf
call {
getMissionLayerEntities "Opf1" params ["_opfgo"];
_opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
};
``` should work
Because you are containing it into a function, right?
[] is not needed 🙂
wdym :S
call also has a unary version
seems like it
anyway use scripts no trigger kthxbai :p 😄
my code does so, always has :P
call executes code (in the current "thread", so it doesn't change the environment)
{} is code
Ah, I see. It is like an inline function.
btw thank you @cloud moss for all your help
sure np
hey whats the command that makes ai forget a vehicle that they had previously used? Cant for the life of me find it on the forums.
leaveVehicle
anyone know why i have ai get in a bunch of heli and the other heli are fine but they one with the player wont take off
Sounds like your next waypoint is likely an unload or similar. The wiki has info on what circumstances in waypoints make helicopters not work right when involved with a player. https://community.bistudio.com/wiki/Waypoints
@jaunty turret in case you dont have this bookmarked: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
If you want the heli with the player to take off and land somewhere so your squad can disembark do this. Click on the pilot (make sure you marked him and not the whole heli) then place a transport unload where you want him to drop you off. That's it.
I hope this is what you are trying to do
So I'm trying to make my mission work to where when you first spawn in (Zeus multiplayer) you spawn where your player model is placed in editor but when you die you respawn at a designated location (Base armory with respawn module)
Issue being is that currently you just respawn on dead body, and the respawn position init states respawn_west_base
This is more new to me so forgive me if I forgot a step
@stone sphinx https://community.bistudio.com/wiki/Arma_3:_Respawn
Perhaps your respawn type is not set to "BASE"?
You can set the respawn type in description.ext or in the Scenario Attributes in Eden (https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Attributes#Multiplayer).
I think this is the right channel but:
I was wondering is there any way "Finalizing" The map, so i placed some objects on the map but i dont want them to fall apart as soon as i touch them with car or anything..
and as well i think it would save some frames on people
@dim kindle That is achieved by either making the object a Simple Object (irreversible) or by disabling its simulation (reversible).
With both methods, the object can neither be moved nor interacted with anymore.
Hello everyone! I make a lot of missions for my friends and I to play. Mostly use Ace and RHS with some additional QoL mods.and I’ve been trying for a while to create a medevac. I use Simplex Support for transports usually. My idea for the medevac is that my friends can call in the helicopter, that I have already put some OP combat medics in the back of, and attached to the heli’s group. Ideally the players can load their unconscious teammate into the heli, and the medics in the back will work to save him. Either that, or the medics get out and do their thing in the field. Has anyone tried anything like this?
I got a question,when i made the mission for me and my boys, i test it out and when i respawn it makes me respawn in the same place as i deid
died*
I am confused. How do you make it so you fight NATO (and some others)?
Also is it possible to rotate units before placing them? (and/or change their positions)
Also, why can't I make a respawn?
huh? play as OPFOR
is it possible to rotate unit
hold shift + click and drag
why can't I make a respawn?
did you read any tutorial?
- How
- Ah.
- No.
- place an opfor unit

- then how do you expect to be able to do it? it's actually a medium-level thing
well at least play the Eden tutorial first to learn the basics
i can't post screenshots to get help
Top right
in Eden, Help -> Tutorial...
._. oh
Somebody else had the same question earlier today: #arma3_editor message 🙂
Has there been an engine update or something that's added the call command to triggers?
Like I open an old trigger and the conditions have changed to call{this} instead of just this
CBA :-)
"from CBA to Vanilla", I suppose as a counter for the old "no return value" issue
Oh ok interesting... thanks for that
I've been trying to make these objects "Finalized" so i cant knock them over... The disabling simulation part just will cause too much fps issue..
so i think i need to Make them simple objects... but i dont get how and aswell how do i do it for big maps?
ik this is a stupid question to ask, but it is still worth a shot, is it possible to make the 3den editor multiplayer? and not like make a multiplayer mission where you make people playable and stuff, but where you make the actual editor have like two or more people in it making a mission, i just think it would be cool to be able to make missions together
@cold cairn I’ve never heard of such a thing. Maybe just have one person share screen over Discord, or use Zeus together in MP.
yeah, thats what i figured, thanks either way, hoping someone somehow makes a mod or something, zeus is fun and all but being able to set up full blown scenarios with a friend in 3den would be better
it shouldn't be
just put them right next to each other
if they don't fight you're doing something wrong
I can only think of 5 reasons why they can't fight:
- they're not enemy to each other
- they don't have anything to fight with, or they're not in range
- you've disabled their AI
- you've told them not to engage
- they're agents
send your mission.sqm
also make sure it's not binarized. go to Attributes -> General and uncheck binarize. then save the mission
meh just dm it to me. (and once again, I only need mission.sqm in the mission folder)
Open the object's Attributes, go to Special States and tick the Simple Object box.
Un-tick it ? and then i need to save mission file and next time i load its going to be stuck like un-movable?
It's un-ticked by default (then the object is not a Simple Object), and it needs to be ticked to make the object a Simple Object.
Do i have to save and then load a new mission file for it to be stuck into the ground?
CBA did that as workaround of the "you have to return Nothing at the end of a editor script" but that bug was fixed since then, and CBA probably removed their code, which is why thats not hidden anymore
that's exactly what we did.
so it was YOU
joke aside, I don't understand it works - doesn't call return the last code value? or the Editor simply "cannot" see that
gotcha, thanks 👍
It was fixed so we removed our code. The less code the better.
oh so you don't like dead code… interesting
I need some explanations. When I put units of opposite sides (like OPFOR and BLUFOR) how do I make it so you can ONLY spawn as OPFOR?
how do we make the ai we spawned in the zeus editor playable?
I am thinking about making a map called "The Malden Insurgency" and I'd like some questions answered (like the one above).
remove the "player/playable" attribute in Eden from BLUFOR units
So basically if I was an OPFOR unit and I had BLUFOR unit(s) in my FOV/visible range, they'd shoot at me, right?
if you are an OPFOR, BLUFOR will shoot at you yes
(by default; changeable by scripts)
How would I go about making an "Arsenal" box?
Sorry if everything I ask is dumb, I just want to make a map for fun.
And so will "Independent" units, right?
by default too, yes
you can use BIS_fnc_arsenal (see https://community.bistudio.com/wiki/BIS_fnc_arsenal)
I don't understand.
it's code that you can place in e.g the ammobox init field
["AmmoboxInit", [this, true, { _this distance _target < 10 }]] call BIS_fnc_arsenal;
```place this in the ammobox's init field and you will have an Arsenal ready
I am really new to ARMA and this is actually very confusing.
I have not found a simple tutorial, guess I can't make maps ;(
maps as in terrain or maps as in mission?
Mission.
I don't wanna mess around with terrain since I'll just fuck things up badly.
well you can, pain is (unfortunately) part of the learning process (that is hopefully not just that ^^)
so this channel can help you with the mission editor, #arma3_scripting can help with, well, #arma3_scripting, and #arma3_scenario can help you with the rest
so don't hesitate to ask!
so could you get it to work? we can have some scripting here to keep track of everything, no need to switch for a little thingy 🙂 (of course if we enter the realms of heavy scripting, that's another matter ^^)
It's simple.
Open object attributes, tick Simple Object, close the attributes with OK; repeat for other objects as needed. Then save the mission as usual (Ctrl + S). Done.
Okay
How can I get a Helipad marker to show ontop of a building?
you can't
the only way is creating a texture object, and changing its texture to a helipad texture
well it is still possible. just not easy. and it's not an actual helipad
on the building? or map?
Building
then yeah, what I said
the only way is creating a texture object, and changing its texture to a helipad texture
How do i do that?
there's an object in editor
don't remember it's name. it's under empty. search for texture
then create a png image and put an H on it. then convert it to paa using Arma 3 Tools
then put the image on the object:
obj setObjectTextureGlobal [0, "path\to\pic.paa"];
Or I just make it with wooden planks and remove their collisions
¯_(ツ)_/¯
Quick question
Dynamic Simulation
I have a group of friendlies stationed at an outpost that all have pathing disabled and all are just really there for show
Is it worth turning on dynamic simulation for them?
yes. when you move away from them their simulation will be completely disabled
And by rights that’ll remove load from the server
But will it be activated for EVERYONE when one player is near? Or only that player?
I'm assuming everyone but not sure
Gotcha
i was wondering how i could make two ai sides fight over a sector. When i played around with it only one side would reach for the objective and the other side would stay still. Please help i want this to be like an ongoing respawn ai battle
@dim kindle
For 'making' a helipad H, I use the alternating black and white and yellow and white curbing. ie the white for the H and the yellow for the surround, then all of it 'sunk' down until the tops of the curbs are just showing. Then I use some runway edge lights to mark the surround and the H.
Dude where were you like 12 hours ago lmao that’s actually amazing
I recall seeing a landing zone object for rooftops a long while a go. I haven't seen it recently though. I believe it was for AI scripted rooftop landings though - And I see you want it as a visual for players.
You can change Z axis or use BIS_fnc_setHeight on the helipad objects. I don't know if that will work / show up on the building top.
Yeah it doesn’t
I ended up using wooden planks
And turning off their simulation so they don’t collide
@dim kindle
Just be careful if you pre-place a skidded helicopter over/on the curb in editor, it may cause it to bump each other and explode at mission start.
Yes, or turn off simulation . . . ty.
turning off simulation go brr
How do I remove mod dependency's?
Open mission.sqm, find the part where addons are listed. Remove lines you don't want to see manually
Wait where do I find that sqm file?
I got documents and other profiles right?
Just in your mission folder
Where would that be?
Eden Editor > Top Left > Open Mission Folder
Don't see what?
hang on
Then just do Ctrl+Z
I already saved the changes
If you're still opening the text file, just do
do?
Ctrl+Z
I already closed and saved it
RIP
Not possible to go back
https://cdn.discordapp.com/attachments/865775070626054145/865775087651520565/unknown.png
Error itself won't help you but with your source
https://forums.bohemia.net/forums/topic/187181-binarize-mission-file/
Read this about your mission.sqm binarization/unbinarization
Sooo.....yea came across my mission file getting Binarized due to this setting in EDEN.... Im assuming this is a newer feature as a recent previous mission of mine is still good but the latest is not. FYI for all! Setting is in Preferences. So question however, once the mission is Binarized, can ...
What do I do if I messed up an sqm file?
I mean there has to be a way to get them back right?
No
You can do some if you want
What?
I don't remember where the pbo was stored but I believe there is
pbo for?
The mission
by going to log folder?
I'm not seeing anything
What?
Follow some guides by Googling “arma 3 steam workshop mission pbo location” or something. I don't remember where it is
I followed this
C:\Users<username>\Documents\Arma 3 - Other Profiles\BB611\Saved\steam but I think this is only for third party missions that weren't upload by you.
You need to play it for once to download the mission
You see the issue with that is this all started from the map saying some assets in a mod were missing but I hadn't changed anything with my mod list.
So I removed the names of the dependency's and it gave me an error after doing so and here we are.
Still you've downloaded it
What? What are we talking about?
I have played it.
But I'm still not seeing anything besides missions uploaded by other people.
My friends and I regularly play it.
Make sure you're looking at the correct profile folder
No thanks
And? Just download the mission?
Ah
Well I cut and pasted the pbo into the other sqm and pbo files but it still doesn't seem to show up.
hmm.
Sorry for dming you lol didn't read about lol
You need to extract the pbo
to where?
To the folder that all your mission were stored
any way to keep vehicle attributes and pylon settings through respawns?
through script
@keen urchin
1/ no links without description #rules
2/ #production_releases
oy sorry
@prisma oyster yea have made an attempt, have respawn module with _this execVM "myVehicleRespawnScript.sqf";
then said text document in mission folder:
_vehicle = _this select 0;
_vehicle setObjectTextureGlobal [0, "Fighter_04_fuselage_01_co.paa"];
based off these pages
https://forums.bohemia.net/forums/topic/204215-keep-vehicle-appearance-and-attributes-on-vehicle-respawn/
https://community.bistudio.com/wiki/setObjectTextureGlobal
however i dont actually know what im doing so ho hum
In what context?
can i dm you a pic of the error?
You can choose either from: you DM me, I post it here. Or, imgur it and you post the URL
https://cdn.discordapp.com/attachments/865945369426526238/865945429580972062/unknown.png
This is not a context... You should post the code
_weapons is (not a) number and should be an array or something, that's what the error says @dim kindle
Then how to fix it...? We don't know
My problem is that i dont know whats causing it
you can post the whole code to https://sqfbin.com and post the link (with description) here 🙂
trying to add a radio effect to a mission but keep getting an error saying the music file isnt found
class CfgSounds
{
sounds[] = {};
class music1
{
name = "music1";
sound[] = {"\sounds\music1r.ogg", 300, 1};
titles[] = {0,""};
};
};
Is the code in the description.ext
music file is in a folder called "sounds" and is called "music1r.ogg"
within the objects cfg i've put h1 say3D ["music1", 100, 1]; with the object being called h1
any idea what im doing wrong?
@small patrol sorry for the long wait but how do I extract it?
Try removing the initial \ on sound[] line...
Crossposting is forbidden, you have at least posted your message in over 4 channels, while it belongs only to #creators_recruiting, you might wanna remove the other ones.
okay sry
FTFY
so whenever i do the kneeling repair animation the guy keeps slowly walking back
how tf do i make that shitter stap it XD
I look away for 10 minutes and he's across the base
attachTo
thanks you XD
If I wanted to attach the "earthquake device" to an existing AAF Zamec Truck, what would be the uh...most common sense way of doing so? Placing the device on the truck...blew it up. 🙂
attachTo, as... yeah, the unrelated above answer says
Hmm? I tried that and...it exploded...
I think it's because the objects intersect although I could try changing the weight, but the problem with attach with is that the device then appeared above the vehicle...Unless I need to turn off simulation as well?
But then i figured it wouldn't move...
No, attachTo should disable collision between both of being attached and the base object. Make sure it doesn't collide before attachTo
Oh so uh, like do attachTo and THEN a move?
Move?
Oh wait, I got the arguements wrong, it wasn't properly attaching. I got it! Thanks!
Cool, now what to do with an earthquake device mounted on a Zamak transport 🙂
transport it
Ok I'm using the ACE Fortify tool to allow my players to build a FOB and I'm trying to set a trigger so when they place the flag then it unlocks a respawn position
My trigger condition is {typeOf _x == "Flag_UK_F"} count thisList > 0 but it doesn't work, what am I doing wrong?
The trigger is set to Anybody and repeatable
You are doing wrong by assuming a flag can be part of "anybody", but it is 2021 so no judging. ¯_(ツ)_/¯
Try to use inArea command to find if the flag is within the trigger boundaries as condition.
https://community.bistudio.com/wiki/inArea
Cool thanks, I should have known that 
Is there a way to force players to respawn at a certain respawn marker? Like I want pilot slots to respawn in the pilot area, and infantry slots respawn in the infantry area of my base.
@lucid nimbus
might help you
http://killzonekid.com/arma-scripting-tutorials-respawn-on-marker/
for in depth questions i suggest heading over to #arma3_scripting
Thanks, this is solid.
This should do the trick (from your link):
Look for any marker name starting with “respawn_UNITNAME“, where UNITNAME is the name given to the unit in editor or set by script with setVehicleVarName.
👍
does keyframe animation keybinds lctrl, shift and space still work?
nothing happens when i press them
and i have selected an object part of the animation (Timeline, Curve, Key or Control Point)
Using 3den enhanced it's nice and simple to have players respawn with their loadout. But what if I want them to spawn with a different loadout! For example, i want the players to start the mission with infantry loadouts. But if they die, I want them to respawn with paratrooper loadouts.
ok so creating custom loadouts doesnt work, because it makes players select a loadout first time they load into the server. I want them to have one loadout on start, and another loadout when they die and respawn.
same issue here https://steamsplay.com/arma-3-how-to-modify-player-loadout-on-respawn. It immediately replaces the starting kit when joining the server
I was wondering where the files for missions are if you click on the "export to singleplayer" option. I tried looking for it in the user profile, but haven't found anything. Can anyone point me in the right direction?
<Arma 3 Main Dir>\Missions 🙂
This will require some scripting, something like this:
onPlayerRespawn.sqf:
if (missionNamespace getVariable ["FirstRespawn", true]) then {
FirstRespawn = false;
//Set start loadout
} else {
//Set paratrooper loadout
};
cheers, turns out i was just looking for this: https://community.bistudio.com/wiki/Description.ext#respawnOnStart
Any idea why I am getting this error Picture rhsafrf\addons\rhs_decals\numbers\\9_ca.paa not found? As far as I am aware, this is involved with a picture but I do not have any pictures included anywhere in my mission.
edit
I also am receiving it for Picture rhsafrf\addons\rhs_decals\numbers\\6_ca.paa not found
Images missing from RHSAFRF.
Try repairing, or reinstalling the mod.
Did, no dice unfortunately.
I am able to still run it local, but once its on a dedicated server it just spams that error unfortunately.
Repaired 3CB as well. Same error.
Well, I found the issue. Its one of the 3CB Takistan Insurgent units/vehicles or the 3CB Takistan Civilian units/vehicles.
Shame.
The double backslash after numbers is weird.
Similar issue in the past:
https://forums.bohemia.net/forums/topic/183435-rhs-escalation-afrf-and-usaf/?do=findComment&comment=3182945
Ah. I see you've sorted it now. 👍
Matter of dictating which one lol.
Any idea if there is an easy way to trace it to a specific unit as opposed to deleting them until the error stops?
I'm afraid not.
I wonder if merging the mission in to a new one would work. Worth a shot, I say.
Afraid merging does not work, found it to be a vehicle/turret within the 3CB Takistan Insurgent faction. Now to do one at a time lol.
try doing a Ctrl+F in mission.sqm?
Yeah. Or try replacing all 3CB vehicles with vanilla ones, save and reopen mission then switch the vehicles back?
Figuring out which vehicle isn't so much the problem, its if it is even preventable from occuring. While searching decal I found a few lines about certain vehicles, but honestly no idea what I am looking at really besides it may be one of the BMP or BTR variants.
So confused. When I delete all of the armored vehicle variants and reload, no error. When I delete each individual type, one by one to do a process of elimination I get the error still 😂
Created a composition of the 9 vehicles, upon placing them error occurs. Deleting them and placing them manually works. It's fixed now thankfully, but I do not understand it at all. Ty guys lol.
How do I make AI open the ramp doors in helicopters to load and unload other AI?
I'm trying to make players start inside an building they respawn on top of the building instead. Ive tried with the empty marker and respawn module neither work.
@sand moss
Try searching the interweb for something like :
arma 3 how to have ai helicoptor open doors
A few examples come up . . .
@sand moss Vanilla AI don't call artillery, but with scripts or mods you can make them do it. For player to call artillery, you can use the support modules in Eden (sync arty unit to support provider, sync player unit to requester, and sync provider to requester), or use mods. For heli doors, scripts or mods.
Am trying to get live feed to display on a screen from a uav i got it to lock onto a target and send the feed it just the camera that spawns in an just looks up at the belly of the uav
Hello everyone. I'm having an issue lately wich is: In Editor i put an Insignia in a controllable unit. When i press respawn the Insignia doesn't appear on the arm.
What should i do ?
not do that I assume 😄
respawn = no more insignia
so I think you should use respawn event handler to get/set it again 🙂
Could you explain me how ca i do that ?
Im sorry
no worries, I was kidding that's it 🙂
theUnit addMPEventHandler ["MPRespawn", {
params ["_unit", "_corpse"];
private _insignia = [_unit] call BIS_fnc_getUnitInsignia;
[_unit, _insignia] call BIS_fnc_setUnitInsignia;
}];
@swift crystal ↑ fixed that
Thanks !
And also thanks for the quick answer
with pleasure, enjoy ^^
so you should place this line of code in initServer.sqf and it will work (or should work) @swift crystal 😃
Ok, but that code only applies for one unit?
What if i want to change the insignia os 3 controlable unit's ?
you can use a forEach then
even easier if they are in the same group 🙂
In reality i have 20 controlable units they are all in the same group for each one of them i need a specific insignia
🤔
so double-click on the group icon and name it e.g playersGroup
then```sqf
{
_x addMPEventHandler ["MPRespawn", {
params ["_unit", "_corpse"];
private _insignia = [_unit] call BIS_fnc_getUnitInsignia;
[_unit, _insignia] call BIS_fnc_setUnitInsignia;
}];
} forEach units playersGroup;
"MPRespawn" what is it ?
it's a respawn for MP 😄
see https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#MPRespawn for more details 🙂
yes, but is it the variable name of the respawn that i placed or its just a name ?
it is the event name only, nothing to do with mission content 🙂
oh ok
so inthe code that you sent me do i need to change anything ?
or just copy and paste ?
just copy/paste should be good, given the group has the proper var name 🙂
Hey I've got some questions about setleader
I'm trying to use it to make whoever is in the comander seat of a vehicle is made group leader and what i have now is
A1Kuma1 setLeader (commander A101);
or
(commander A101) setLeader (commander A101);
the syntax says "team setLeader leader"
and that both team and leader should be team members so not sure if that is right
so I'm not exactly sure what it wants
you want selectLeader
looks like thats working thanks
I'm looking to trigger the CUP LCU-1610's ramp deploying, how do I go about that?
maybe rightclick the vehicle "vehicle look" then there
is it possible to open scenarios i didn't initally create in the editor? I have a variant of KP_liberation where i've edited some presets and repacked it, but i'd like to do more, butnone of those intermediate files are openable from inside the editor.
i've been scrolling through similar questions here, could it be because i binarized the file when i repacked it?
just wondering if there's a way to not get ai drivers to have a seizure whenever they pass another vehicle on the road
Yep: don't have AI behind the wheel 😬
hi, I made a fob in the editor, will it affect the performance in game? I made it far away from the AO but will it still affect it?
if you did it in the editor then play another mission then no 😄
what is your question, "does a big composition hinder performance when far away" ?
if it is not rendered, only positions will be kept in memory and that's a bit of RAM and eventually CPU
the closer you get…
Because based on my observations in the editor it does not affect it (or so i thought) unlike when I play in the SOG map cdlc even when I dont put anything it is still lag
oh ok
I dont supposer anyone knows how I'd go about getting this ship to fire all her arty at the shore? https://cdn.discordapp.com/attachments/348476221102751752/867817495628480512/unknown.png
ive tried fire mission & seek and destroy but no joy
image does not open. so no idea
apologies ill try to fix that
they may not be configured as artillery
but there is a scripting command to assign target and command to fire
dyou know which those are by any chance?
not off the top of my head
https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
keywords to look for are "target" and "fire" though
i see thanks, would i be able to use this command to do both jobs? https://community.bistudio.com/wiki/fireAtTarget
It is more of a force to fire command than to target iirc(it is only fired if target is already targeted otherwise it does not fire) , you need additionally order ai to aim there then use that possibly.
You may need to use doTarget, then check if the target has been acquired with aimedAtTarget and finally use that command. Apart from that, you can also make the unit doTarget your selection of target and it will auto engage if it is able to(make sure you disableAI TARGET/AUTOTARGET to not switch target by its own mind.
https://community.bistudio.com/wiki/fireAtTarget
https://community.bistudio.com/wiki/aimedAtTarget
https://community.bistudio.com/wiki/doTarget
https://community.bistudio.com/wiki/disableAI
If you are sure it is artillery , you can instead use doArtilleryFire easily.
https://community.bistudio.com/wiki/doArtilleryFire
To make sure the target is in range:
https://community.bistudio.com/wiki/inRangeOfArtillery
unfortunately i dont think it is artillery, as its i think the mod maker said it was originally meant for small scale pvp/pve stuff on the sea
You can just easily check by using that command and see if it shoots or not, that way you can be sure of it.
But if you got an indirect target and the weapon is not an artillery weapon, I dont think there is a reliable way to achieve what you want.
i see thanks, ill try now
do i put that in the editor init thingy or do i need to make a notepad thing
init wont work but you can name the ship/gunner and use dev console
or make a trigger that runs the command
im messing around with some keyframe animation and i cant seem to get the view to switch to the camera
I've got it set to switch at the start in the camera module's settings, so it should be working right?
nevermind, i restarted the game and removed mods like ACE and editor mods and it works now
anyone know how to fix a crash with the respawn point when using a PBO on a server?
I have a custom respawn point set to AREA14
Is it possible to change the name of an inventory item for a multiplayer scenario?
not without a mod I am afraid
Unless you only want to change the "pick up xxx" action text, that is more or less doable
Actually that's exactly what I'm looking for lol, I should have been more specific. To rephrase, How would I go about changing the pick up action text of an object?
you can make it a simple object and addAction to it - even set colours and stuff :-)
I'll give it a shot, thanks!
is there any way to pause keyframe animation movement for a bit and then resume it after a specified interval or condition has been achieved?
i want my camera to move to a position, stop, and then move after a few seconds
Use 3den Enhanced or just apply the animations during the preview
is there a way to lock the place of something on the editor?
More specifically?
But what do you mean with lock the place?
Like you know in photoshop you can lock a layer so it doesn’t move/you can’t select it etc
Basically that
Or something similar
So i dont accidentally move parts of the building
Mostly
On left hand side list where the objects are listed, you can put objects to different layers and then hide/lock them to achieve that.
holy fuck you are the goat
thanks so much
works great
Couple questions, how do I set victory conditions for all opfor eliminated?
Is it possible to force friendly AI not to lay down in cover, I want them to just stand the entire mission
What are some good things to check if my task modules synced to triggers aren't working as expected in multiplayer? I have a trigger called "OBJ1Complete" synced to a "Set Task State" module which sets the created synced task to "complete". It works in singleplayer but not multiplayer
I hope this explains it better but if I'm missing any information please let me know.
Can't embed in here unfortunately but that image shows the layout from a visual perspective ^
argh, you deleted it
you can upload it to imgur or post in in a DM and copy-paste the link
This one should work
thanks
All the triggers in the image have "server only" ticked also
I'm going to try modifying the tasks using the functions in scripts too and see if that does anything
maybe that's the thing, tasks may need a local trigger
Ah okay, I've tried duplicating one of the triggers to have one that isn't server only in addition.
I will try having a local one for both in the image
I'm reading the documentation for task framework so will see if I'm missing something from there
But if anyone has a good method of ensuring task state is synchronized between clients and server I would much appreciate if you'd let me know. I have found so far that some people got it working but don't know how they did really.
I would say #arma3_scripting is the way 😬
I will post there thx
Hi, im looking for a way to remove all objects from a map except for a some.. does anyone know how to do this?
Im essentially just looking of where a certain object is placed on the map
there's a hide objects module
theres also just command to get positions of X type of objects
that might be easier way to find objects
is there a way to fold the rotor blades from a helicopter?
If the helicopter allows, yes
uh oh, how?
Nope, Ghosthawk doesn't have that ability
then?
Then what?
which one does?
what about cup helicoters
Maybe
then how do i apply
IDK. Depends on the helicopter. Also I don't even know which one does
Also ain't a CUP user
10/10 service
Thanks
One hint: you can check the animation names by animationNames command, so you can maybe check if the helicopter has a folding animation
okay, but how do i do that.
animationNames helicopter will return the array of it, while the helicopter points the helicopter you want to get
So you can output it like copyToClipboard str (animationNames helicopter)
i feel like youre giving me a math test
i know how to put animations for soldiers
but not for vehicles
and i dunno how to script
You can use Debug Console to run a script on the fly
CUP helos should have an option to fold rotors through editing vehicle appearance @marsh mist
there's an option to check or uncheck "Hide unfolded rotors"
i think that's what it should say
or something similiar
The CUP UH-1Y and the AH-1 can fold rotors, as well as the CH-53
Maybe even the Lynx, idk
You could also spawn the carrier with helis that have had the rotors folded
Think it’s on cup static ships if I’m not wrong
that works too
not sure if this is the right place to ask but im trying to make a mission for my buddies where we have to kill a bomb maker who's in a compound, the compound is multiple stories and it seems the ai keep phasing through the walls of the compound to the outside, does anyone know anyway this can be fixed?
im on lythium, FFAA btw
negative, maybe an AI mod.
it's the map
ah yep, googled it
thx
i have ALiVE mod, MCC sandbox, and LAMBS mods installed could it be one of those?
the vanilla game itself can have that, too
it can also come from the buildings conf
sooo yeah, nope
you could prevent the person from moving at all with scripts
i'd be fine with that, what script and where do i put it?
if (isServer) then { doStop this } in the unit's init
he can still rotate and shoot, just won't move
will
this disableAI "PATH";
this setUnitPos "UP";
work as well? got it from a steam discussion
How do you set a player as a respawn point? Like having a squadleader be able to have others spawn on him. I know it has something to do with addRespawnPosition or something, but idk how to expand on that.
It's in the respawn menu function of the editor. Custom position- spawn on team (if I'm not mistaken)
@torn oriole is the compound a stucture on the map or did you build it yourself out of parts?
ok so you will need to set the AI to AI path positions in the building
as AI only interacts with the path while moving on a objects/building
unless you do that disableAI thing
but then they wont be able to move
which could be what you want anyway
youll likely need this
I don't see that when setting respawn type
trying to make a radio for an op that will play songs
so far its working fine
except, only the person who uses the option to start playing the tune will hear it
"how can I make it so that everyone hears it?"
yeah lol
jip?
join in progress

as in it wont work in missions where people are able to join half way through like?
people having joined after the play action won't hear it
oh right yeah thats fine, its for the base area of a dedicated server thats up 24/7 so people can walk up to it, scroll to an option and then play a tune for the people in the prep area
Okay I'm going to go insane with this issue, I'm unable to open the debug console in 3den. Here's what I've done to (attempt) to fix it:
- Restart the Game
- Restart my PC
- Make sure the bind is defaulted (it is)
- Try accessing it though the tools menu instead (didn't work still)
- Tried merging the mission into a new file (didn't seem to change anything)
- Tried verifying game files
- Tried reinstalling the game
- Tried opening it on a different mission file on a different map with a different modlist
Nothing I've done so far has worked, I've tried searching for this online but I've failed to find anything similar to this issue
Ctrl+D
Yeah I've tried using the keybind, and checking the keybind is defaulted
default key is " ` " (under Escape)
CBA makes it Ctrl+D.
you may have "tried" a lot of things, but the vanilla game
Yeah when I say defaulted I meant defaulted to Ctrl+D, because I more or less always run CBA
Nonetheless neither ` nor Ctrl+D work
¯_(ツ)_/¯
seems to be an issue "somewhere"
try vanilla
try "just CBA"
try with more mods
but that's not a game issue
Tracer bullets that is a bright one or trail smoke?
You can't directly but spawn and teleport them into the vehicle via moveIn** commands
createUnit, moveInCargo, such things
Via some script
Or, you want to place them into a vehicle ON the Editor?
Spawn at what context?
Ok let me rephrase. Do you have those units in Editor's screen? Or, they'll spawn once the mission starts?
Then you just need to drag units and drop on the vehicle
Is it possible to raise a helipad texture
like if i want to put it on a building instead of it going on the ground
So I'm having an issue with using keyframe animations and a camera to make an intro to the mission I'm building.
The issue: Currently trying to make a camera I create track/target a moving object while staying stationary. Every tutorial I have found has the camera attached to the object using the "attachto" command. I've tried using the "lookat" command but it seems to only work with units. I may also be spawning the wrong type of camera, as camcreate makes a splendid camera; the spectator camera may work better for my purposes if I can figure out how to create one.
Another issue has cropped up: The object I want to go through the keyframe animation will not enter the animation itself upon the start of the intro. It just falls out of the sky.
could anyone tell me how i add cherno isles to exile please or anyone got a link to a help page etc im stuck lol
@spice prairie
They will always snap to the ground, so . . .
For 'making' a helipad H, I use the alternating black and white and yellow and white curbing. ie the white for the H and the yellow for the surround, then all of it 'sunk' down until the tops of the curbs are just showing. Then I use some runway edge lights to mark the surround and the H.
Could someone tell me how to open tank hatches in the editor?
is it for screenshots, or just having the hatch opened for in-game?
screenshots mainly
maybe (most likely?) POLPOX's Artwork Supporter allows for it then 🙂
it is a very useful mod tool that allows for easy screenshot creation (anims, placement, etc)
looked but cant find anything i may just be blind
no no, it was an assumption on my side
I figured this option might have been present, also this mod can really help you anyway so it is not a loss 🙂
regarding animating hatches I would take a look at animateSource, but I personally never did anything to do with hatches so I can't tell for sure.
How to exit the vanilla spectator mode?
How do I cut down a map / terrain to only be a section of a new one? I am new to A3 editing. Thanks in advance!!
you don't edit terrains
in the editor you place new objects onto existing terrains, or you can hide some objects.
But you don't modify the terrain itself
Do you by any chance (considering you wrote to editor channel) looking for this module to limit the gameplay area? https://community.bistudio.com/wiki/Arma_3:_Module:_Cover_Map
thanks @lilac mango & @past sun 🙂 I'll read up on that and ask terrainers 🙂
I tried to do both, but didnt work
how to exit spectator mode?
hey got a question about BIS_fnc_unitPlay is there a way to transfer a unit out of that behavior with a trigger?
does the doc say anything about it?
Whats the cause of triggers being suuuuper delayed once triggered
like you'd activate a trigger to do something, but it would be heavily delayed until it happens
is it just general mission optimization problems? Or is it once you have too many triggers then things will eventually slow right down?
I put a camera and I cant leave of the view of camera. And i didn't save the mission
don't place too many triggers, by default they check every 0.5s
Ah excellent, i was using triggers for dialogue and then switched to scripting it like halfway through, so i can cut down on a ton of them
Is there a way to make them have less of an impact?
make them trigger less often yeah
hi I have an urgent problem
my arma crashed while I was making a mission
and now when I try to open it back from the eden mission select I get this
https://i.imgur.com/6Jkcjkx.png
and it disappears from the mission list
tried opening it from the launcher but it sends me in the 2D editor on an empty map
sorry for the ping @sinful zenith but I've seen a forum thread where you tried to solve this same problem for someone else
did you solve it? and if so what did you do exactly?
I did try to unbinarize it with cfgconvert but I got the same error I would get ingame
1/ it's not urgent
2/ don't binarise your missions
3/ make backups
4/ ????
5/ profit
it seems that the sqm itself was corrupted on save yes.
before doing anything, make a backup of the current files and of the "tilde" editor version
e.g ~mission.Altis
I always feel bad when I ping but it is urgent to me
I don't have a tilde version
then woopsie indeed, plz wait
oh I misread rule 2
though tagging was fine if urgent
my bad
I also checked if I had a temp file in the %appdata% local folder but nope
I don't think Eden does any backups that way
only tilded working copies in the same dir eventually
I recall a copy of the mission you play/playtest goes in there but last time was yesterday so maybe it deleted or something
guess its lost then?
I don't know what thread you're referring to
its 3 years old to be fair
oof
Fixed
Edit: The Problem was the mission.sqm got edited in notepad while it was still binarized, notepad cannot handle binary files and completely corrupted the file and destroyed it beyond repair. The file is simply useless now.
nice 😎
weird though never opened the file before it broke
welp
anyway
here I go crunching a week worth of mission making into 24 hours
thanks for the kill confirm
"splash, out"
you can also setup a git quite easily into your missions dir @eager hull 🙂
to save it from similar accidents?
I guess I could
I usually just make backup files but this one hit before I could
yep, git git git
git gud
Added: units to the Southmost base
Added: new bleeding script
Revert: old function call
etc. Save your hair :)
didnt see anything on the wiki about stopping it mid process but im sure there must be some way that it can be done.
found a reference to BIS_fnc_unitPlay_terminate in the forums but cant find it in the functions viewer so not exactly sure how it works
I'll check later :)
kk
_object setvariable ["BIS_fnc_unitPlay_terminate", true]
```will/should stop
appears to be working thanks
I'm trying to get the same helicopter that dropped the players off to take off, then land back down and wait for players to get in again, then take off with the players as an extract. what markers or stuff do i use at the end to have it wait for players
I already have everything else execpt the end
Give it a LAND waypoint (better if you use a helipad, guarantees landing position, and I would remove some trees since a heli may not be able to land there properly)
Give it a MOVE waypoint with condition code below.
allPlayers findIf {alive _x && !(_x in helicopter)} == -1
(Code untested)
Code checks if all alive players are inside the vehicle with variable "helicopter"
There is surely a way to do without scripts but I would need to test it.
Did you put a helipad (can be invisible helipad too)
It should be in the same list where you found the helipad
These helipads help AIs to designate a landing zone if they cant find (which is the reason of LAND waypoint to fail)
is there a way to tell him to ignore getting shot at? I set him to invincible
if (isServer) then {
this disableAI "AUTODANGER";
};
Put this code into init of heli. (Will target pilot of heli)
Will prevent AI from going to auto danger mode which makes it play defensively and ignore landing command.
then as always, I confused it with "AUTOCOMBAT"
didnt work. He goes in to land but then pulls away
I hate this solution but u can set the behaviour to "CARELESS" then. I thought in aware mod, it would still listen the order.
or maybe maybe maybe, include
this disableAI "AUTOTARGET";
this disableAI "TARGET";
with the code above (just cos I hate careless mode, it turns AI into a zombie, not good for ambience)
i already had him on careless. thats the only way i could get him to land at the first point :/
trying the disableAi
no dice
hate this pilot dickhead
is heli standing on a position in air or is it loitering(moving around)?
It drops off players, takes off and immediately flies to the extract point and attempts to land
yeah but how does "attempt to land" result?
goes in for the landing, but then pulls away instead for some reason
does heli see any enemies?
Yes they are shooting at him
maybe i can make the heli invisibble
nooo that deleted his path
few i saved before i did that
While it has to land, is it under fire?
you can set the heli as captive, so they wont shoot it , assuming heli doesnt notice it out of luck, it should then have no enemy to know about
{_x setCaptive true;} forEach group this;
along with rest of code.
But iirc, the heli will be displayed as purple (civilian) instead of blue (blufor)
can i make the pilot independant but the passengers bluefor
nope, a vehicle can only contain units from one side (regardless of alliance) afaik.
baby steps. got him to land by making him go waaaayyy around the enemies, but he doesn't stick around for players to get in
can you change all "this" to "driver this" or pass all that code to pilot's init.
Apparently I recall doubleclick handler of 3den wrong...
(I am not opening arma for a while) 😅
I actually tested it now , it lands even under fire(in past it was a complete torment)... So I would say make sure the landing zone is actually a place that heli can land, the place you show on your video is not really suitable... I would suggest removing some trees etc...
It shows you the result of whats happening within editor
if you dont see trees anymore, then yes they re hidden
otherwise they re not.
maybe the ai isnt registering that the trees are gone
Is there a way to make symbols not resize with zooming out/in on the map?
you could use drawIcon, but other than that markers do resize (actually they don't resize, 2D-wise)
does the old man QRF module work in multiplayer?
Don't think so
do any of them work?
Try
what game mode
well its two different sides that spawn at a base that are able to spawn vehicles to go hold a point, so basically KOTH
sounds like a custom mission so idk it ought to be a problem with the scripting
yup
if ( side player == blufor ) then {
player setUnitLoadout [
["srifle_DMR_03_F","","","optic_Arco_blk_F",["20Rnd_762x51_Mag",20],[],""],
[],
[],
["Item_U_B_PilotCoveralls",[["FirstAidKit",2]]],
[" Vest_V_TacVest_blk",[["20Rnd_762x51_Mag",10,20],["HandGrenade",1,1],["SmokeShellBlue",6,1]]],
[],
" Headgear_H_HelmetSpecB_blk",
"G_Bandanna_aviator",
["Binocular","","","",[],[],""],
["ItemMap","ItemGPS","ItemRadio","ItemCompass","","NVGoggles_OPFOR"]
]
} else {
player setUnitLoadout [
["srifle_DMR_03_F","","","optic_Arco_blk_F",["20Rnd_762x51_Mag",20],[],""],
[],
[],
["Item_U_O_PilotCoveralls",[["FirstAidKit",2]]],
[" Vest_V_TacVest_blk",[["20Rnd_762x51_Mag",10,20],["HandGrenade",1,1],["SmokeShellRed",6,1]]],
[],
" Headgear_H_HelmetSpecB_blk",
"G_Bandanna_aviator",
["Binocular","","","",[],[],""],
["ItemMap","ItemGPS","ItemRadio","ItemCompass","","NVGoggles_OPFOR"]
]
};
I have that in onPlayerRespawn.sqf
anything wrong with it?
wait
lol
nvm
tabs and classnames indeed
Is there any way to prevent Eden from adding any mods you are running to a missions requirements?
Or do you have to load Arma without any experimental mods every time you want to edit a mission for release?
more benefits than price to pay, good enough for me
Help.
could anyone help me please im wanting to use the map cup_chernarus_A3 but unsure how to as its not on steam
Chernarus is part of CUP Terrains - Maps (https://steamcommunity.com/workshop/filedetails/?id=583544987).
The CUP team has also released an upgraded version of Chernarus with CUP Terrains - Maps 2.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=1981964169).
@steep rock
The terrain you are looking for is CUP Terrains - Maps 2.0 as ansi mentioned
!lfg
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you can link it
what about it does not look right?
Its 2d
I remeber in a server they told me to change a setting and it became 3d but forgot

Do you recommand me any sights that look like an Acog ?
I dont really pay attention that much to be able to suggest. I just use whatever scope I happen to have available
I'd suggest taking a look at some mods, so that you don't have to use the ingame weapons only
RHSUSAF and RHSRUF are two good ones
for MP loadouts depends on servers whats available
Well my go too was the 3x-red dot combo
I'l check and see if I can find what specific one it was
There's an option for some scopes to be 3D in the RHS game options menu. Should be visible when you pause/esc the play session
Not all scopes can work that way though
RHS - Game Options. Then there's one called something like Optics Type. Whatever it is, it will say "2D" currently if that's what you have it set to. Other options are "3D" and "PiP"
There ?
pic's link doesn't work for me ¯_(ツ)_/¯
Is it the thing where the background is a notpad ?
yeah
There no option for that
Then you might have some kind of mod conflict. Because it's definitely in that menu. On the right column, in the top half of the options before the keybind settings
GOT IT
And why do i respawn, I have ace thing with medical, Is there a thing that when we die we can be revive if possible ?
Is there a way to make Ai Drive around a place endlessly
yes
waypoints
make the last one "CYCLE" and place it near the first one
thanks and How do I make an AI driver turn on the lightbar of that certain vehicle
depends
vanilla vehicle?
no 😦
try animateSource perhaps
and it has different lightbar presets
or codes
whatever theyre called
and do i put animateSource in the init field?
is there a way for vehicles to activate triggers? I have a task linked to a trigger and set task state, the init of it is this and it just doesn't complete the task.
in the past its worked for me.
does it have anyone operating it?
Yeah.
I don't know how to use animatesource
I need it for a very specific task though
place 'move' waypoints around in the path you want it to follow, the place a 'cycle' waypoint near the where the first waypoint starts
when I die I spawn back where I died even tho I have respawn positions set for both sides
@lilac mango
have a read here
https://community.bistudio.com/wiki/Arma_3:_Respawn
and here
https://community.bistudio.com/wiki/Description.ext#respawn
vehicleName or player inArea triggerName ?
set your trigger activation rules indeed
is it possible to use preprocessor commands in mission.sqm?
hmm, I vaguely recall such a thing being done in arma 2
but perhaps it no longer works after the 3den update
heh it works
what works?
wait, maybe I spoke too soon
ok #include "..." works in mission.sqm
although the usefulness of this is questionable since it gets removed when you save in the eden editor
still, good to know it is somehow parsed
I was thinking about this as a slick way to replace objects in a mission, say you have a mission built with CUP units and you want to replace them with RHS units en masse using macros
I don't think something as complex as that is possible though
good ol' Ctrl+H with an equivalent table could do?
that would be a mission.sqm processing tool
yeah but I meant when the mission is loaded by the "end-user". This way RHS is automatically supported for them but is not mandatory
of course one could just spawn units by script but laziness is the mother of invention
you could do something with a conversion script then
because how do you get that RHS is loaded, e.g ifdef #RHS ?
setUnitLoadout could to, too 😄
well there's __has_include which seems like a dirty way of doing it, by checking if some RHS file exists
__EVAL too perhaps?
…script 😄
then use this addon
Yeah I played with this for a bit, I guess it's neat that mission.sqm gets preprocessed but I don't know if this is useful at all
I found the arma 2 mission that used this, it was a template for a big group to easily make scenarios with different kinds of units. The use of preprocessor was to make things easy for the mission maker
but __EVAL or _has_include dont work in mission.sqm
Might be worth mentioning in the wiki though hint hint
Yeah it would be more useful if you could evaluate expressions
Although maybe I'm just a noob
hello
??????????
say hi to your new friend 👀
yea that is rude
hello;
so, how can we help @swift tinsel 😄
i wanted some help on the etitor and stuff i know how to use it but somethings just dont work and i wanted to know the macanics of some of the fetures
turns out I'm just a noob (one with too much time on his hands), it is in fact possible to check if a mod is active via __has_include in order to have a dynamic mission.sqm
the preprocessing of mission.sqm's is done when you press Ctrl-O in 3den, probably why it takes so long sometimes
if the preprocessor fails for a particular mission.sqm, it does not appear in the list
PMC Editing Wiki: Eden editor - environment https://pmc.editing.wiki/doku.php?id=arma3:missions:eden-editor#environment
How come none of your maps are on workshop? Just curious or are they just sat maps?
__EVAL is not a preprocessor command. (Yes I know its wrongly listed on the wiki page)
I was just wondering since I'm new to triggers, how would I make the scenario fail when a member of BLUFOR is killed by friendly fire?
not by triggers 😄 but by event handler :)
Though there is a No Friendly Fire module iirc
kk I'll take a look at that :)
and does "Any Player" under trigger activation mean that only players controlled by humans can activate the trigger?
Yes, additionally, Zeus remote controlled units will not activate the trigger
I have a trigger and a "play radio message" event, how do I make the radio message play when the trigger gets activated?
Yes I discovered that nuance yesterday.
I managed to replace classnames in mission.sqm based on what mods are loaded but it's not worth the trouble. Due to different bounding boxes, you have objects that appear above or below ground when replaced by their counterpart from another mod. So you need to fix them by script, so you might as well script it all anyway
Maybe someone else will find a use for preprocessing mission.sqm though
hey guys ... how i can spawn LHD with crew and helicopters of my choice and the crew have animation
Sounds like you want to 'spawn' a custom composition
with playMove/switchMove, most likely
it's not a one-click-does-all I'm afraid, although a Steam Composition may already exist!
¯_(ツ)_/¯
I can make LHD with helicopters but my problem is crew animation ... i know it is a sequence of animations but I didn`t find a script ...
but thanks for the help
What does "Enable dynamic simulation" do?
it makes the game "freeze" (not simulate) distant units/vehicles, to save CPU cycles on physics simulation and AI
ah that's cool
is there any reason not to have it on?
also I notice that when selecting waypoints there is both a Composition: State and a Waypoint: State with the same options inside of each, what is the difference between the two?
it can be more of a pain than assistance for some scenarios
e.g "sniping from 2km away"
Is there a way to create a light object, like the light cones, but isnt a cone? i.e you can see the light from any angle?
yes
Thanks, however mentions that it can only be seen locally.
I need it to be visible to anyone, on a misson file
then create it on all machines (-:
I feel like I might be having a slow day... how do I achieve this?
you could e.g remote exec a script that creates such light
Qestion in the editor; when i Hit "Play Scenario" it brings my Character to a Spawn Point location and not where ive placed my character. How can i fix this. (started doing this right after i bout a DLC)
Which DLC?
…the DLC has nothing to do with it?
I figured but that was the only thing that was new.
Contact
Did you start the game with Contact fully loaded (Play Contact button in the launcher)?
Do you have any mods running?
yes Mods are running haven't played the Contact campaign yet
I see. What mods are you using?
Did you place that Spawn Point the player is moved to or does it materialise out of thin air?
ive placed a Spawn Point for playable characters.
Is it a multiplayer mission?
yes but not playing as MP scenario.
Is the character only marked as playable or also explicitly marked as player?
Player
it even does it even to Non-Playable Characters.
Did you introduce any code (code that could have something to do with it or code that you don't fully understand) into the mission?
None.
Then it could well be a mod's fault I guess 
ill see if i Repair all my mods and see what happens. thank you gor the help
It ended up being the DLC. I Unloaded the Contact DLC and it went back to normal.
Is there a way to stop compositions from loading "messed up"? things spawning in completely different positions from when I saved them
define different positions?
Does anyone know how to add a watermark to a mission?
a what?
a droplet of water @last aurora
the objects spawn way off from where they were originally placed
