#arma3_editor

1 messages · Page 52 of 1

pure marlin
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thanks for the help in the meantime, will probably find a better way later since this seems to disable ambient animations as well

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gotta go for now though, cows have escaped

drifting hamlet
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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

drifting hamlet
#

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?

pure marlin
#

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

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.

empty ibex
pure marlin
#

i found a solution thanks to @lofty sundial

#

im using a show/hide module with a presence probability

keen jolt
livid plaza
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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

keen jolt
livid plaza
keen jolt
#

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

livid plaza
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so i put in each unit's init, this disableAI cover, autocombat;

#

is that correct?

keen jolt
#

no

livid plaza
#

alright thanks

#

this disableAI "COVER, AUTOCOMBAT";

keen jolt
#
{
  this disableAI _x;
} forEach ["COVER", "AUTOCOMBAT"]
livid plaza
#

alright

#

still doesn't work, thanks though

keen jolt
livid plaza
#

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

keen jolt
livid plaza
#

they still open fire, i have the exact script in each units init

keen jolt
#

also you should check if it actually worked:

someUnit checkAIFeature "COVER";
#

use that in debug console

livid plaza
#

got it

#

hmm, i actually get an error when i start the scenario

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error foreign erro

keen jolt
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there's no error like that

#

post the full error

livid plaza
#

Error Foreign error: Unknown enum value: "COVER, AUTOCOMBAT"

keen jolt
#

you're still doing your own thing

livid plaza
#

'call{this |#|disableAI "COVER, AUTOCOMBAT";}'
Error Foreign error: Unknown enum value: "COVER, AUTOCOMBAT"

keen jolt
livid plaza
#

i have the same code in each unit's init field

keen jolt
#

you don't

#

that's what the error is telling you

livid plaza
#

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

livid plaza
#

yeah, it didn't do anything

keen jolt
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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

livid plaza
#

inside of the debug console?

#

ah,

#

fuck i'm stupid lol

#

false

keen jolt
#

so it worked

livid plaza
#

yeah, they still engage thoug

keen jolt
#

you just want them to move as if there's nothing?

livid plaza
#

yeah, pretty much

keen jolt
#

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;
livid plaza
#

they dont fire, but it still doesn't really work

#

it's okay, it's not that important to me

prisma oyster
#

setBehaviour "CARELESS" perhaps?

pure marlin
# keen jolt They're still there

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

keen jolt
#

did you actually test

simulationEnabled someUnit

to make sure?

dim kindle
#

There’s checkboxes and stuff

keen jolt
dim kindle
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That’s… unusual

keen jolt
#

they'd just walk

#

it's natural afaik

dim kindle
#

Set their speed to max

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Pretty much forces sprint

keen jolt
#

also said didn't do anything

dim kindle
#

Huh okay

keen jolt
dim kindle
#

Well damn

strong marsh
#

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.

cloud moss
strong marsh
#

ty

lofty sundial
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Am i able to have a while loop being triggered in a trigger?

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So like, when a player is present in a trigger, it will fire a while loop

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it accepts it in the trigger, but i get 'Generic error in expression'

keen jolt
lofty sundial
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Yep, cheers

keen jolt
lofty sundial
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Remove what??

#

Like yea I found out that you can’t have sleep inside of triggers

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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

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But it’s super jank and doesn’t even work on multiplayer so eh

fringe sorrel
#

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.

small patrol
fringe sorrel
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thanks for picking that up.

small patrol
#

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

fringe sorrel
small patrol
#

Yeah, you need to learn the ropes beforehand, I'm afraid

fringe sorrel
#

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

paper shadow
#

does anyone know how to remove or fix script error aka big black box in editor.

small patrol
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You can't remove

paper shadow
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😥

small patrol
#

In order to hide them, fix it

paper shadow
#

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.

prisma oyster
#

ah well, don't use those mods then

sacred schooner
#

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?

prisma oyster
dusk void
#

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???

cloud moss
dusk void
#

Ah. So it is a global variable in the local space

cloud moss
#

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 😄

dusk void
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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?

cloud moss
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if you are only using sqf code you should be able to use that in the trigger. what code are you using now?

dusk void
#
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

cloud moss
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again its the params command. "markers" is not valid, "_markers" would be

dusk void
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Yeah, still no dice

#

I remember Lou Montana saying that triggers are a pain so I think that is what is happening

cloud moss
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they are for locality and debugging but sqf is the same

dusk void
#

Well that code works in the debug console but not the trigger

cloud moss
#
getMissionLayerEntities "Opf1" params ["_opfgo"];
_opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
``` this one?
#

(removed the "_markers" because unused variable)

dusk void
cloud moss
#

say whaaat

dusk void
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@prisma oyster what did you say about executing code in triggers?

prisma oyster
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I said "oh"

keen jolt
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(it looks like a "bruh" emoji! 🤣 )

prisma oyster
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(intended too 😄)

dusk void
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I thought you said you didn't like to execute code in init fields because of something didn't work right

dusk void
#

I thought they worked the same

#

Is it because init fields are client side too?

cloud moss
#

huh any second line does not work

getMissionLayerEntities "Opf1" params ["_opfgo"];
systemChat str _opfgo;
#

same error

prisma oyster
dusk void
#

Ah, that makes sense

prisma oyster
sinful zenith
cloud moss
dusk void
#

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

cloud moss
#

well

[] call {_test = "test"; systemChat _test;};
``` works, so:
```sqf
call {
  getMissionLayerEntities "Opf1" params ["_opfgo"];
  _opfgo apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; };
};
``` should work
dusk void
#

Because you are containing it into a function, right?

sinful zenith
#

[] is not needed 🙂

cloud moss
#

wdym :S

keen jolt
#

call also has a unary version

cloud moss
prisma oyster
#

anyway use scripts no trigger kthxbai :p 😄

cloud moss
dusk void
#

Okay that works

#

Is call similar to an inline function in other programming?

keen jolt
#

call executes code (in the current "thread", so it doesn't change the environment)

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{} is code

dusk void
#

Ah, I see. It is like an inline function.

dusk void
#

btw thank you @cloud moss for all your help

cloud moss
#

sure np

jaunty turret
#

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.

jaunty turret
#

Thx

#

thats a lot less complicated than unassignVehicle right?

heady rivet
#

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

dusk void
vestal perch
jaunty turret
#

ya i know how to use the wiki

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i just dont know how to read

keen plover
#

I hope this is what you are trying to do

stone sphinx
#

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

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This is more new to me so forgive me if I forgot a step

wind raptor
#

Perhaps your respawn type is not set to "BASE"?

dim kindle
#

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

wind raptor
#

@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.

quasi sleet
#

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?

uncut mason
#

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

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died*

dim kindle
#

I am confused. How do you make it so you fight NATO (and some others)?

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Also is it possible to rotate units before placing them? (and/or change their positions)

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Also, why can't I make a respawn?

keen jolt
keen jolt
dim kindle
#

i want to make campaigns for myself because i am bored

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arma 3 wiki no help

keen jolt
#

well at least play the Eden tutorial first to learn the basics

dim kindle
#

i can't post screenshots to get help

small patrol
#

Top right

keen jolt
dim kindle
#

._. oh

wind raptor
reef moss
#

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

prisma oyster
#

"from CBA to Vanilla", I suppose as a counter for the old "no return value" issue

reef moss
#

Oh ok interesting... thanks for that

dim kindle
#

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?

cold cairn
#

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

lucid nimbus
#

@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.

cold cairn
#

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

keen jolt
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Makes zero sense

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Do they even have something to fight with?! 🤣

keen jolt
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it shouldn't be

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just put them right next to each other

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if they don't fight you're doing something wrong

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I can only think of 5 reasons why they can't fight:

  1. they're not enemy to each other
  2. they don't have anything to fight with, or they're not in range
  3. you've disabled their AI
  4. you've told them not to engage
  5. they're agents
small patrol
#

HOW did you do exactly?

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Make your mission

keen jolt
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send your mission.sqm

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also make sure it's not binarized. go to Attributes -> General and uncheck binarize. then save the mission

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meh just dm it to me. (and once again, I only need mission.sqm in the mission folder)

wind raptor
dim kindle
wind raptor
#

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.

dim kindle
#

Do i have to save and then load a new mission file for it to be stuck into the ground?

sinful zenith
prisma oyster
#

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

cloud sparrow
#

"cannot see"

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it was not actually executing the code but checking the AST or smth.

prisma oyster
#

gotcha, thanks 👍

cloud sparrow
#

It was fixed so we removed our code. The less code the better.

prisma oyster
#

oh so you don't like dead code… interesting

dim kindle
#

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?

smoky reef
#

how do we make the ai we spawned in the zeus editor playable?

dim kindle
#

I am thinking about making a map called "The Malden Insurgency" and I'd like some questions answered (like the one above).

prisma oyster
dim kindle
#

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?

prisma oyster
#

if you are an OPFOR, BLUFOR will shoot at you yes

#

(by default; changeable by scripts)

dim kindle
#

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.

dim kindle
prisma oyster
dim kindle
#

I don't understand.

prisma oyster
#

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
dim kindle
#

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 ;(

prisma oyster
#

maps as in terrain or maps as in mission?

dim kindle
#

Mission.

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I don't wanna mess around with terrain since I'll just fuck things up badly.

prisma oyster
#

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!

prisma oyster
wind raptor
dim kindle
#

Okay

dim kindle
#

How can I get a Helipad marker to show ontop of a building?

keen jolt
#

you can't

#

the only way is creating a texture object, and changing its texture to a helipad texture

dim kindle
#

Dammit

#

I need to designate a building roof as a helipad

keen jolt
#

well it is still possible. just not easy. and it's not an actual helipad

dim kindle
#

Can I designate a helipad for players without using a marker?

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Like draw a H per se

keen jolt
#

on the building? or map?

dim kindle
#

Building

keen jolt
#

then yeah, what I said

the only way is creating a texture object, and changing its texture to a helipad texture

dim kindle
#

How do i do that?

keen jolt
#

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"];
dim kindle
#

Or I just make it with wooden planks and remove their collisions

keen jolt
#

¯_(ツ)_/¯

dim kindle
#

Quick question

#

Dynamic Simulation

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I have a group of friendlies stationed at an outpost that all have pathing disabled and all are just really there for show

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Is it worth turning on dynamic simulation for them?

keen jolt
#

yes. when you move away from them their simulation will be completely disabled

dim kindle
#

And by rights that’ll remove load from the server

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But will it be activated for EVERYONE when one player is near? Or only that player?

keen jolt
#

I'm assuming everyone but not sure

dim kindle
#

Gotcha

tawny dome
#

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

patent steppe
#

@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.

dim kindle
buoyant yoke
# dim kindle How can I get a Helipad marker to show ontop of a building?

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.

dim kindle
#

Yeah it doesn’t

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I ended up using wooden planks

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And turning off their simulation so they don’t collide

patent steppe
#

@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.

uncut stag
#

How do I remove mod dependency's?

small patrol
#

Open mission.sqm, find the part where addons are listed. Remove lines you don't want to see manually

uncut stag
#

I don't see that.

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I see gibberish

uncut stag
#

I got documents and other profiles right?

small patrol
#

Just in your mission folder

uncut stag
#

Where would that be?

small patrol
#

Eden Editor > Top Left > Open Mission Folder

uncut stag
#

Yeah

#

alright

#

I'll try that

uncut stag
#

Oh

small patrol
#

Don't see what?

uncut stag
#

hang on

uncut stag
#

And forgot to make a duplicate.

small patrol
#

Then just do Ctrl+Z

uncut stag
#

I already saved the changes

small patrol
#

If you're still opening the text file, just do

uncut stag
#

do?

small patrol
#

Ctrl+Z

uncut stag
#

I already closed and saved it

small patrol
#

RIP

uncut stag
#

Not possible to go back

small patrol
uncut stag
#

I have it published to the workshop

#

idk if that will help with recovery.

small patrol
#

https://forums.bohemia.net/forums/topic/187181-binarize-mission-file/
Read this about your mission.sqm binarization/unbinarization

uncut stag
#

What do I do if I messed up an sqm file?

#

I mean there has to be a way to get them back right?

small patrol
#

No

uncut stag
#

rip

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Even if I have a published version on the steam workshop?

small patrol
#

You can do some if you want

uncut stag
#

What?

small patrol
#

I don't remember where the pbo was stored but I believe there is

uncut stag
#

pbo for?

small patrol
#

The mission

uncut stag
#

by going to log folder?

uncut stag
small patrol
#

What?

uncut stag
#

a pbo

#

in any mission files.

small patrol
#

Follow some guides by Googling “arma 3 steam workshop mission pbo location” or something. I don't remember where it is

uncut stag
#

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.

small patrol
#

You need to play it for once to download the mission

uncut stag
#

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.

small patrol
#

Still you've downloaded it

uncut stag
#

I haven't played it on a server only in eden

#

Wait

#

yes I have

small patrol
#

What? What are we talking about?

uncut stag
#

I have played it.

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But I'm still not seeing anything besides missions uploaded by other people.

#

My friends and I regularly play it.

small patrol
#

Make sure you're looking at the correct profile folder

uncut stag
#

Yeah I am

#

dms

small patrol
#

No thanks

uncut stag
#

ah

#

wait

#

I mean thats the mission

small patrol
#

And? Just download the mission?

uncut stag
#

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.

uncut stag
small patrol
#

You need to extract the pbo

uncut stag
#

to where?

small patrol
#

To the folder that all your mission were stored

lilac quest
#

any way to keep vehicle attributes and pylon settings through respawns?

prisma oyster
keen urchin
#

oy sorry

lilac quest
# prisma oyster through script

@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

small patrol
#

In what context?

dim kindle
#

Hang on... its longer than that

#

I just cant copy it

dim kindle
small patrol
#

You can choose either from: you DM me, I post it here. Or, imgur it and you post the URL

prisma oyster
#

_weapons is (not a) number and should be an array or something, that's what the error says @dim kindle

small patrol
#

Then how to fix it...? We don't know

dim kindle
#

My problem is that i dont know whats causing it

prisma oyster
#

you can post the whole code to https://sqfbin.com and post the link (with description) here 🙂

dim kindle
#

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?

uncut stag
#

@small patrol sorry for the long wait but how do I extract it?

past sun
#

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.

prisma oyster
#

FTFY

frail fulcrum
#

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

frail fulcrum
daring scroll
#

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. 🙂

small patrol
#

attachTo, as... yeah, the unrelated above answer says

daring scroll
#

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...

small patrol
#

No, attachTo should disable collision between both of being attached and the base object. Make sure it doesn't collide before attachTo

daring scroll
#

Oh so uh, like do attachTo and THEN a move?

small patrol
#

Move?

daring scroll
#

reposition it so it 'looks correct'

#

otherwise it sits on the truck...

small patrol
#

Uh, what do you mean?

#

attachTo can adjust its position

daring scroll
#

Oh wait, I got the arguements wrong, it wasn't properly attaching. I got it! Thanks!

daring scroll
#

Cool, now what to do with an earthquake device mounted on a Zamak transport 🙂

prisma oyster
#

transport it

reef moss
#

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

past sun
reef moss
#

Cool thanks, I should have known that JD_Facepalm

lucid nimbus
#

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.

last aurora
lucid nimbus
#

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.

last aurora
#

👍

bold estuary
#

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)

nocturne oar
#

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.

nocturne oar
serene vigil
#

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?

prisma oyster
wind raptor
nocturne oar
undone elk
#

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

buoyant yoke
undone elk
#

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.

buoyant yoke
undone elk
#

Matter of dictating which one lol.

undone elk
buoyant yoke
undone elk
prisma oyster
buoyant yoke
#

Yeah. Or try replacing all 3CB vehicles with vanilla ones, save and reopen mission then switch the vehicles back?

undone elk
#

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.

sand moss
#

Does anyone know how to make NPC's call backup and artillery?

#

Players too

sand moss
#

How do I make AI open the ramp doors in helicopters to load and unload other AI?

ancient kraken
#

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.

patent steppe
#

@sand moss
Try searching the interweb for something like :
arma 3 how to have ai helicoptor open doors
A few examples come up . . .

lucid nimbus
#

@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.

urban plover
#

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

swift crystal
#

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 ?

prisma oyster
#

respawn = no more insignia
so I think you should use respawn event handler to get/set it again 🙂

swift crystal
#

Could you explain me how ca i do that ?

swift crystal
prisma oyster
prisma oyster
#

@swift crystal ↑ fixed that

swift crystal
#

And also thanks for the quick answer

prisma oyster
#

with pleasure, enjoy ^^

#

so you should place this line of code in initServer.sqf and it will work (or should work) @swift crystal 😃

swift crystal
#

Ok, but that code only applies for one unit?

#

What if i want to change the insignia os 3 controlable unit's ?

prisma oyster
swift crystal
#

In reality i have 20 controlable units they are all in the same group for each one of them i need a specific insignia

#

🤔

prisma oyster
#

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;

swift crystal
#

"MPRespawn" what is it ?

prisma oyster
#

it's a respawn for MP 😄

swift crystal
#

yes, but is it the variable name of the respawn that i placed or its just a name ?

prisma oyster
#

it is the event name only, nothing to do with mission content 🙂

swift crystal
#

oh ok

#

so inthe code that you sent me do i need to change anything ?

#

or just copy and paste ?

prisma oyster
#

just copy/paste should be good, given the group has the proper var name 🙂

swift crystal
#

oh ok..

#

ill give you an answer

#

well i think it didnt worked.

jaunty turret
#

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

prisma oyster
jaunty turret
grizzled scaffold
#

I'm looking to trigger the CUP LCU-1610's ramp deploying, how do I go about that?

modern briar
modest walrus
#

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?

livid plaza
#

just wondering if there's a way to not get ai drivers to have a seizure whenever they pass another vehicle on the road

prisma oyster
#

Yep: don't have AI behind the wheel 😬

patent thorn
#

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?

prisma oyster
patent thorn
#

yes

#

I made it 15km away from the AO

prisma oyster
#

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…

patent thorn
#

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

dim kindle
#

ive tried fire mission & seek and destroy but no joy

vestal perch
#

image does not open. so no idea

dim kindle
vestal perch
#

they may not be configured as artillery

#

but there is a scripting command to assign target and command to fire

dim kindle
#

dyou know which those are by any chance?

vestal perch
#

keywords to look for are "target" and "fire" though

dim kindle
vestal perch
#

possibly

#

there are examples in the comments section of that command

past sun
#

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

past sun
dim kindle
past sun
#

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.

dim kindle
#

do i put that in the editor init thingy or do i need to make a notepad thing

vestal perch
#

init wont work but you can name the ship/gunner and use dev console

#

or make a trigger that runs the command

twin cedar
#

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?

twin cedar
#

nevermind, i restarted the game and removed mods like ACE and editor mods and it works now

slender ridge
#

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

unique drift
#

Is it possible to change the name of an inventory item for a multiplayer scenario?

prisma oyster
#

Unless you only want to change the "pick up xxx" action text, that is more or less doable

unique drift
#

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?

prisma oyster
#

you can make it a simple object and addAction to it - even set colours and stuff :-)

unique drift
#

I'll give it a shot, thanks!

twin cedar
#

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

plain gale
#

Use 3den Enhanced or just apply the animations during the preview

dapper mist
#

is there a way to lock the place of something on the editor?

wind raptor
#

More specifically?

dapper mist
#

a building

#

or more specifically parts of a multi part building

wind raptor
#

But what do you mean with lock the place?

dapper mist
#

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

past sun
dapper mist
#

thanks so much

#

works great

tender pelican
#

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

dark yacht
#

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 ^

prisma oyster
#

argh, you deleted it
you can upload it to imgur or post in in a DM and copy-paste the link

dark yacht
#

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

prisma oyster
dark yacht
#

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

dark yacht
dark yacht
#

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.

prisma oyster
dark yacht
#

I will post there thx

merry vapor
#

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

last aurora
#

there's a hide objects module

vestal perch
#

theres also just command to get positions of X type of objects

#

that might be easier way to find objects

marsh mist
#

is there a way to fold the rotor blades from a helicopter?

small patrol
#

If the helicopter allows, yes

marsh mist
#

uh oh, how?

small patrol
#

I don't know.

#

AKA depends on the helicopter

marsh mist
#

wdym

#

i wanna do it for a ghost hawk

small patrol
#

Nope, Ghosthawk doesn't have that ability

marsh mist
#

then?

small patrol
#

Then what?

marsh mist
#

which one does?

small patrol
#

IDK

#

IIRC no vanilla choppers do that

marsh mist
#

what about cup helicoters

small patrol
#

Maybe

marsh mist
#

then how do i apply

small patrol
#

IDK. Depends on the helicopter. Also I don't even know which one does

#

Also ain't a CUP user

marsh mist
#

10/10 service

small patrol
#

Thanks

#

One hint: you can check the animation names by animationNames command, so you can maybe check if the helicopter has a folding animation

marsh mist
#

okay, but how do i do that.

small patrol
#

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)

marsh mist
#

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

small patrol
#

You can use Debug Console to run a script on the fly

hard mantle
#

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

last aurora
#

The CUP UH-1Y and the AH-1 can fold rotors, as well as the CH-53

#

Maybe even the Lynx, idk

hard mantle
#

pretty much every one of the USMC's helis can fold rotors

#

also the Osprey

dim kindle
#

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

hard mantle
#

that works too

torn oriole
#

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

torn oriole
#

it's the map

prisma oyster
#

ah yep, googled it
thx

torn oriole
#

i have ALiVE mod, MCC sandbox, and LAMBS mods installed could it be one of those?

prisma oyster
#

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

torn oriole
#

i'd be fine with that, what script and where do i put it?

prisma oyster
torn oriole
#

will
this disableAI "PATH";
this setUnitPos "UP";
work as well? got it from a steam discussion

prisma trench
#

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.

paper oak
vestal perch
#

@torn oriole is the compound a stucture on the map or did you build it yourself out of parts?

torn oriole
#

no

#

they're part of the map

vestal perch
#

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

prisma trench
dim kindle
#

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

prisma oyster
#

"how can I make it so that everyone hears it?"

dim kindle
#

yeah lol

prisma oyster
#

remoteExec

#

and it won't work with JIP

dim kindle
last aurora
#

join in progress

prisma oyster
dim kindle
#

as in it wont work in missions where people are able to join half way through like?

prisma oyster
#

people having joined after the play action won't hear it

dim kindle
#

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

clever crescent
#

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

clever crescent
#

Yeah I've tried using the keybind, and checking the keybind is defaulted

prisma oyster
#

default key is " ` " (under Escape)
CBA makes it Ctrl+D.

#

you may have "tried" a lot of things, but the vanilla game

clever crescent
#

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

prisma oyster
#

¯_(ツ)_/¯

#

seems to be an issue "somewhere"
try vanilla
try "just CBA"
try with more mods

but that's not a game issue

marsh mist
#

Guys, how can I add tracers?

#

(bullet tracers)

#

or smoke, etc.

small patrol
#

Tracer bullets that is a bright one or trail smoke?

small patrol
#

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

spice prairie
#

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

eternal sable
#

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.

eternal sable
#

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.

steep rock
#

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

patent steppe
#

@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.

grand wedge
#

Could someone tell me how to open tank hatches in the editor?

prisma oyster
grand wedge
#

screenshots mainly

prisma oyster
#

it is a very useful mod tool that allows for easy screenshot creation (anims, placement, etc)

grand wedge
prisma oyster
# grand wedge 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.

lilac mango
#

How to exit the vanilla spectator mode?

tawdry pulsar
#

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!!

sinful zenith
#

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

past sun
tawdry pulsar
#

thanks @lilac mango & @past sun 🙂 I'll read up on that and ask terrainers 🙂

marsh mist
lilac mango
#

how to exit spectator mode?

jaunty turret
#

hey got a question about BIS_fnc_unitPlay is there a way to transfer a unit out of that behavior with a trigger?

prisma oyster
lofty sundial
#

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?

unreal zodiac
#

I put a camera and I cant leave of the view of camera. And i didn't save the mission

prisma oyster
lofty sundial
#

Is there a way to make them have less of an impact?

prisma oyster
#

make them trigger less often yeah

eager hull
#

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

eager hull
#

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

prisma oyster
#

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

eager hull
#

I always feel bad when I ping but it is urgent to me
I don't have a tilde version

prisma oyster
#

then woopsie indeed, plz wait

eager hull
#

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

prisma oyster
#

I don't think Eden does any backups that way

#

only tilded working copies in the same dir eventually

eager hull
#

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?

sinful zenith
sinful zenith
#

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.

eager hull
#

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

prisma oyster
#

"splash, out"

#

you can also setup a git quite easily into your missions dir @eager hull 🙂

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

prisma oyster
#

yep, git git git

#

git gud

#

Added: units to the Southmost base
Added: new bleeding script
Revert: old function call
etc. Save your hair :)

jaunty turret
# prisma oyster does the doc say anything about it?

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

jaunty turret
#

kk

prisma oyster
jaunty turret
#

appears to be working thanks

plush mural
#

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

past sun
# plush mural 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.

plush mural
#

Will give it a go thanks

#

He just ignored the land command

past sun
plush mural
#

Is that just an object

#

i see it under signs

past sun
#

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)

plush mural
#

is there a way to tell him to ignore getting shot at? I set him to invincible

past sun
plush mural
#

man you're a wiz

#

oof it says autodanger isnt recognised

#

unkown value

past sun
#

then as always, I confused it with "AUTOCOMBAT"

plush mural
#

didnt work. He goes in to land but then pulls away

past sun
#

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)

plush mural
#

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

past sun
#

is heli standing on a position in air or is it loitering(moving around)?

plush mural
#

It drops off players, takes off and immediately flies to the extract point and attempts to land

past sun
#

yeah but how does "attempt to land" result?

plush mural
#

goes in for the landing, but then pulls away instead for some reason

past sun
plush mural
#

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

past sun
#

While it has to land, is it under fire?

plush mural
#

yes

#

i didnt intend for the enemy to shoot at him

past sun
#

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)

plush mural
#

can i make the pilot independant but the passengers bluefor

past sun
#

nope, a vehicle can only contain units from one side (regardless of alliance) afaik.

plush mural
#

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

past sun
#

Apparently I recall doubleclick handler of 3den wrong...

#

(I am not opening arma for a while) 😅

past sun
plush mural
#

I used the hide terrain module

#

Does that not actually re.ove the terrain

past sun
#

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.

plush mural
#

maybe the ai isnt registering that the trees are gone

hollow brook
#

Is there a way to make symbols not resize with zooming out/in on the map?

prisma oyster
#

you could use drawIcon, but other than that markers do resize (actually they don't resize, 2D-wise)

native bolt
#

does the old man QRF module work in multiplayer?

plain gale
#

Don't think so

native bolt
#

do any of them work?

prisma oyster
#

Try

lilac mango
#

I spawn in without uniform, vest, facewear, backpack, or helmet

#

why?

violet ivy
#

what game mode

lilac mango
#

well its two different sides that spawn at a base that are able to spawn vehicles to go hold a point, so basically KOTH

violet ivy
#

sounds like a custom mission so idk it ought to be a problem with the scripting

lilac mango
#

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

prisma oyster
#

tabs and classnames indeed

daring scroll
#

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?

prisma oyster
#

latter is best

#

no way to prevent it

daring scroll
#

Ahh okay...

#

That seems almost ridiculous in a way... 😛

prisma oyster
#

more benefits than price to pay, good enough for me

jovial sorrel
#

Help.

steep rock
#

could anyone help me please im wanting to use the map cup_chernarus_A3 but unsure how to as its not on steam

wind raptor
last aurora
#

@steep rock
The terrain you are looking for is CUP Terrains - Maps 2.0 as ansi mentioned

swift tinsel
#

hello

#

anyone on

prisma oyster
formal muralBOT
#

Are you looking to play with people?
pick one channel:
#looking_for_game to tell others you want to play
#looking_for_unit to tell others you are looking for a group
#communities_arma3 to browse through advertised groups

Note: Please follow the templates in those channels (if applicable), and don't use them for discussions.

small saffron
#

Why do my scope look like this ?

#

Ah

#

I cant post image

vestal perch
#

you can link it

small saffron
#

True wait

#

Why does it look like this ?

vestal perch
#

what about it does not look right?

small saffron
#

Its 2d

vestal perch
#

yes?

#

some scopes are like that

small saffron
#

I remeber in a server they told me to change a setting and it became 3d but forgot

vestal perch
small saffron
#

Do you recommand me any sights that look like an Acog ?

vestal perch
#

I dont really pay attention that much to be able to suggest. I just use whatever scope I happen to have available

dim kindle
#

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

vestal perch
#

for MP loadouts depends on servers whats available

small saffron
#

I have these mods

#

But the scope is 2d

dim kindle
#

Well my go too was the 3x-red dot combo

#

I'l check and see if I can find what specific one it was

dreamy raptor
#

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

small saffron
#

I dont see the option

#

What is it called ?

dreamy raptor
#

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"

dreamy raptor
#

pic's link doesn't work for me ¯_(ツ)_/¯

small saffron
#

Is it the thing where the background is a notpad ?

dreamy raptor
#

yeah

small saffron
#

There no option for that

dreamy raptor
#

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

small saffron
#

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 ?

hollow gorge
#

Is there a way to make Ai Drive around a place endlessly

prisma oyster
#

yes
waypoints
make the last one "CYCLE" and place it near the first one

hollow gorge
#

thanks and How do I make an AI driver turn on the lightbar of that certain vehicle

prisma oyster
#

depends
vanilla vehicle?

hollow gorge
#

no 😦

prisma oyster
#

try animateSource perhaps

hollow gorge
#

and it has different lightbar presets

#

or codes

#

whatever theyre called

#

and do i put animateSource in the init field?

jovial sorrel
#

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.

vestal perch
#

does it have anyone operating it?

jovial sorrel
#

yeah a player.

#

is there a different init I need?

vestal perch
#

Init?

#

In where?

#

You were talking about triggers

jovial sorrel
#

Yeah.

hollow gorge
#

I don't know how to use animatesource

jovial sorrel
hollow gorge
#

I need it for a very specific task though

jovial sorrel
#

place 'move' waypoints around in the path you want it to follow, the place a 'cycle' waypoint near the where the first waypoint starts

lilac mango
#

when I die I spawn back where I died even tho I have respawn positions set for both sides

hard mantle
prisma oyster
urban flame
#

is it possible to use preprocessor commands in mission.sqm?

last aurora
#

not in mission.sqm

urban flame
#

hmm, I vaguely recall such a thing being done in arma 2

#

but perhaps it no longer works after the 3den update

prisma oyster
#

somehow, I doubt it?

#

description.ext yes

urban flame
#

heh it works

prisma oyster
urban flame
#

wait, maybe I spoke too soon

prisma oyster
#

an explosion was heard in the distance

urban flame
#

ok #include "..." works in mission.sqm

#

although the usefulness of this is questionable since it gets removed when you save in the eden editor

prisma oyster
#

still, good to know it is somehow parsed

urban flame
#

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

prisma oyster
#

good ol' Ctrl+H with an equivalent table could do?

#

that would be a mission.sqm processing tool

urban flame
#

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

prisma oyster
#

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 😄

urban flame
#

well there's __has_include which seems like a dirty way of doing it, by checking if some RHS file exists

#

__EVAL too perhaps?

prisma oyster
#

…script 😄

prisma oyster
#

then use this addon

urban flame
#

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

urban flame
#

Might be worth mentioning in the wiki though hint hint

prisma oyster
#

yep 😄

#

though IDK what people would do of it but malicious intent 👀

urban flame
#

Yeah it would be more useful if you could evaluate expressions

#

Although maybe I'm just a noob

swift tinsel
#

hello

glossy sierra
swift tinsel
#

whatr

#

what

prisma oyster
swift tinsel
#

yea that is rude

urban flame
#

hello;

prisma oyster
#

so, how can we help @swift tinsel 😄

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

urban flame
#

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

paper cipher
hardy solstice
sinful zenith
grave quest
#

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?

prisma oyster
#

Though there is a No Friendly Fire module iirc

grave quest
#

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?

turbid eagle
grave quest
#

I have a trigger and a "play radio message" event, how do I make the radio message play when the trigger gets activated?

urban flame
#

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

balmy prawn
#

hey guys ... how i can spawn LHD with crew and helicopters of my choice and the crew have animation

glossy sierra
balmy prawn
#

yes

#

but with crew animation like the Nimetz

prisma oyster
#

with playMove/switchMove, most likely

#

it's not a one-click-does-all I'm afraid, although a Steam Composition may already exist!

balmy prawn
#

ah ok

#

i found Composition for LHD with helicopters but no crew

prisma oyster
#

¯_(ツ)_/¯

balmy prawn
#

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

grave quest
#

What does "Enable dynamic simulation" do?

prisma oyster
#

it makes the game "freeze" (not simulate) distant units/vehicles, to save CPU cycles on physics simulation and AI

grave quest
#

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?

prisma oyster
glossy sierra
#

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?

glossy sierra
#

Thanks, however mentions that it can only be seen locally.
I need it to be visible to anyone, on a misson file

prisma oyster
#

then create it on all machines (-:

glossy sierra
prisma oyster
#

you could e.g remote exec a script that creates such light

vivid tree
#

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)

wind raptor
#

Which DLC?

prisma oyster
#

…the DLC has nothing to do with it?

vivid tree
vivid tree
wind raptor
#

Did you start the game with Contact fully loaded (Play Contact button in the launcher)?

#

Do you have any mods running?

vivid tree
wind raptor
#

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?

vivid tree
wind raptor
#

Is it a multiplayer mission?

vivid tree
wind raptor
#

Is the character only marked as playable or also explicitly marked as player?

vivid tree
wind raptor
#

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?

vivid tree
#

None.

wind raptor
#

Then it could well be a mod's fault I guess notlikemeow

vivid tree
vivid tree
jovial robin
#

Is there a way to stop compositions from loading "messed up"? things spawning in completely different positions from when I saved them

sinful zenith
#

define different positions?

unreal zodiac
#

Does anyone know how to add a watermark to a mission?

last aurora
#

a what?

prisma oyster
#

a droplet of water @last aurora

jovial robin