#arma3_editor
1 messages · Page 53 of 1
they spawn under the mouse, yeah. but for example, lights are placed under the desk when I originally placed them over the desk
in the top bar in eden, disable the "follow terrain" thing
& Surface snapping
ahh, inner peace. thank you
nah I find this script:
initPlayerLocal ```
_pic = "images\splashscreen.paa";
[
'<img align=''left'' size=''1.5'' shadow=''1'' image='+(str(_pic))+' />',
safeZoneX+0.00,
safeZoneY+safeZoneH-0.14,
99999,
0,
0,
3090
] spawn bis_fnc_dynamicText;
but I want that it will be transparent
then have a transparent paa pic
yes but I need opacity
then set some color to e.g #88FFFFFF (88 being the opacity value)
<t color="#33FFFFFF"><img stuff /></t>
@unreal zodiac
workies?
hello i have a problem with a mission that i want to open when i try to open it it tell me error during the loading of the mission
How i can solve that issue
does it tell you "missing addons"?
nop
i cant screen it tell just that there is an error when i load the mission
i cant send screenshot why ?
antispam reasons
you cannot send a screenshot here, but you can upload to e.g imgur and paste the link here
Can I use the the 'edit terrain object' to turn certain lamps off but not have them be destroyed?
effectivement
tes Français ?
ah ah
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
I think that error occurs when you modify mission.sqm by hand and fail at it very bad :P
don't ruin the suspense c'm'ooon! 😄
i send you what ??!!
your rpt files
see the @formal mural message
ok:
- all these .rpt, delete them
- then try to load your mission once
- it will have generated one rpt
- send it in DMs to me
(DM = Direct Message, so in private message on Discord)
ok
oooor just send the last one? Or send them all so you can suffer 
no
if I suffer, you suffer @past sun 😏 and even if I don't
huh… nothing in the rpt. can you send the mission.sqm @coral wasp?
make a description.ext file in the mission folder, and put respawnonstart = 0; in the first line and save
How do I make more units engage the same thing?
I have like 5 MRLS' and I want them all to engage the same target
doTarget?
or add them a DESTROY waypoint linked to the same vehicle
i want to make AI shoot at civilian hostages, is there any way to make civilians appear hostile to OPFOR?
make them resistance and setCaptive them
then remove that captive status
👀
Can I use the the 'edit terrain object' to turn certain lamps off but not have them be destroyed?
did you try?
Yes, The 'destroyed' function causes it to fall over, not turn off.
I also tried to use the setDamage 0.95; & this setDamage 0.95; neither worked.
I presume I'm doing something wrong, hence my question
then you have your answer? ^^
see switchLight
https://community.bistudio.com/wiki/switchLight
(or set the damage value to 0.97 eventually, but that's dirtier)
@glossy sierra ↑
So, I can just use
this switchLight "OFF";
yes.
not sure if this is the best place to ask but does anyone know if there's a way to pre-define zones for use with MCC in the editor?
Hey there peeps
I didn't find any information on this so I wanted to ask you all. Is there any way to, for example, place an ambient NPC and make him show up a small menu where you can spawn yourself AI squad members?
When you approach him, in a scroll wheel menu, it will show "open menu" or whatever and you spawn yourself squadmembers
Spyder's addon is the recruitment mod I usually use
you can define what units are recruitable and such
Even custom addon ones?
as long as you know the class name
(been away from arma coding for awhile so I can't remember the exact term I mean by class name)
yeah, that's the usual format
you can do a vehicle spawning module with his stuff too
Yeah I will go and experiment with that Spyder mod ;D
Is there a mod that makes the maps start with people on them?
Like where the cities actually have civilains
Idk
Guessing it'd be called ambient civilians,or something
There is something like faction locations,though
In..modules??
Haven't played or coded in a while as I've been on the other side of the country
there is a vanilla module that lets you populate cities with civilians when the player gets within a certain trigger area
you place the controller and spawn points and then you have civilians walking around while you're in the area and they despawn when you're far enough away
henlo there
plop
So whenever I put the destroy waypoint nothing happens
my artillery trucks just drive around and dont do anything
so! unitA > add waypoint "DESTROY" > place over the target > ???? > profit
Cant destroy something you dont know.
thatd idnt ork
artillery might be different, too
Yeah probably different
Cus I put it for every artillery truck to a target and they just drive around
Are there any alternatives to it
There is fire mission waypoint afaik
(I assume you asked about doTarget on #arma3_scripting for this topic so I ll answer it here in 1 time)
doTarget is only for direct targeting, does not work for artillery.
Destroy waypoints do not guarantee a group to attack either, the group with waypoint will try to find out "what to destroy" which is not really an artillery's job.
(who asked what where?)
You just dont see it, you ignorant green 
YOU don't see it :p
Why did you even delete it , that was not crossposting. He asked 2 different things 
'twas answered here and I dindu nuffin
so people don't keep on answering there and stuff
losing their time, y'know
is there any eden pro's in here, i could really use some advice to get a server running for my unit. having trouble with my spawns, i have no issues setting up spawns normally but this has a bit of dayz twist so setting it up is a little different. when someone spawns in, they are being placed in the original position of the players character rather than the respawn location, plus is its striping the characters of gear and putting base game armour on characters without any other clothing.. its been driving me round bend for 3 days now so im finally giving in for help. i thank you for any in advance for any help.
what are your respawn setup and settings?
I’m away from my pc at the moment, I’ll tell you exactly what they are when I’m back. I could send you a copy when I’m home if you like as well if that would be easier to see what’s going on in it
the guys keep saying cannot execute adjust coordinates and it annoys me
Try different positions(Make sure it is in range and it is 100% targetable[not blocked by terrain itself and in range of weapon]), if you are inside vehicle, leave the vehicle and try... Otherwise dont know, I have never used it.
Whatever the issue is, I believe it is not coming from the waypoint but from doArtilleryFire command (which is obviously used to order an AI to fire artillery)
does anyone know if i can load my initPlayerLocal and initserver files to eden editor please ?
basically i'm wanting to edit my traders and it used to load up now its vanished but i do still have the init files
or can i just load the full Exile.cup_chernarus_A3 into the editor ?
If the files are in the mission folder, they are part of the mission. You don't need to (and can't) load them into the Editor or something like that. If you need to edit these script files, use a text editor (Notepad++ or something alike).
i dont suppose you know where i would put Exile.cup_chernarus_A3 so i can load it into eden do you please ?
First you need to unpack your Exile.cup_chernarus_A3.pbo file with some PBO tool. Then you just put the unpacked Exile.cup_chernarus_A3 folder into [Your Arma 3 Profile]/missions.
iv done that but for some reason the two files don't appear to be loading iv even double checked they are the correct files in the mission folder it's weird lol
Alt+Enter → are they initPlayerLocal.sqf or initPlayerLocal.sqf.txt?
sqf files
Can you share them on sqfbin.com or somewhere similar?
and thank you for all your help so far btw
yeah ofcourse just a moment
ok iv managed to get them back by doing exactly as you said, only dif being i used an earlier backup file, so i think my current one must have got corrupt somehow again thanks for all your help 🙂
How to get troops off heli
in what kind of situation @wicked sand when commanding AI while playing or when making a mission or something else?
your question is incomplete and cant be answered
Making a mission
possibly with correct order of waypoints
unload/getout waypoints 🙂
You can use invisible helipads to make it more accurate too
Why do my drivers not drive
would it be wise to count a fire mission waypoint complete by placing !(someAmmo [unitName]) in the waypoint init
no ^^ ?
Hello people
I am new to the edition in arma3 I would like if you can help me with this issue.
How do I make a heli stay on the ground with the engines running? Thanks
My npc's have skill issue since the pilots either go up on the sky and wait there or the npc's wont get out, i need help
I swear to god, music, sound, sfx,... this stuff's more complicated than rocket science 🥴
no u!
what's the matter 😉
I got a custom sound effect to play on a trigger, but it just took way too long to figure that one out haha
A comprehensive doc regarding sound, music, sfx, sfxenv and when to use things like say, say2d, say3d, playsound, playsound3d, soundsources,... or just a trigger to accomplish simple sfx/music tasks would be epic. Because the wiki just got me going round in circles for a solid half hour just to play some breathing sound effects on a downed soldier
Oh and then I didn't even mention radio sound fx yet
like there's so many ways to do the same thing essentially
and then you finally figure out a way that works, and you slap it into MP, and MP is like "ye lemme go ahead and play this sound 50 times because you used some wrong variant of remoteExec"
that or init fields :p
but yes, it takes some time to figure out what goes where (and also, 20y code inheritance)
Was actually quite hilarious, I scripted a trigger to play a nokia sound effect, sleep for a few sec, and then blow up an IED, and it was called on every client instead of only the people around it.. Playerbase reactions got me rolling on the floor
WHAT'S HAPPENIIING I can imagine 😄
"how do we pick up?"
"yooou don't want to, trust me."
I snuck in some pictures pre-operation and so they had an idea of what was going to happen
was funny to see 50 guys just drop on their belly at once 😂
unfortunately, in milsims, mission makers are pumping out these missions every single weekend, so time for testing and just general arma shenanigans really limits abilities
BUT can't really complain, EDEN is a massive step up from what we had a few years back.
I see you are a veteran yourself sir 
Been around for a while, but in terms of Arma there's always new things to learn 
Oh we got our own mod too, I don't want to talk about it 🙈
We've been gracefully blessed by those who contribute to open source so we can learn from others by example.
hope one day I can be proficient enough to do so myself, I'm an irl dev, got the sqf syntax mostly down, and in mod configs I use way too many macros. But Arma is still a different beast some times
Bit off topic for this channel, but once had to make rank patches for every single US army rank on the RHS uniform using their patch system. So instead of just copy pasting it and being done in a few minutes, I spent way too much time on this beauty:
// String concat
#define STRINGIZE_NX(A) #A
#define STRINGIZE(A) STRINGIZE_NX(A)
// Texture Macro
#define TEX_PREFIX 3rdid\third_uniforms\acu_ranks\data\acu_
#define TEX_SUFFIX _ca.paa
#define ACU_OEFCP_RANK_UNIFORM(RANK) hiddenSelectionsTextures[]=\
{\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_01_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_02_oefcp_co.paa",\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa",\
STRINGIZE(STRINGIZE(TEX_PREFIX ## RANK) ## TEX_SUFFIX),\
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_acc2_co.paa"\
};

how do I make an unit say something over the radio? like a voice line?
sideRadio and alike 🙂
is there a way to disable friendly fire?
not pressing play
yes
do you want to disable friendly fire, or to make that if a player kills a friendly soldier, the mission ends?
second option sounds better
there is a module for that I believe 🙂
should be named "friendly fire" hopefully, otherwise I don't remember
that will do! thanks
anythng i can do to lock an objects position and rotation, and still keep it interactable? Got some drop pod style ammo crates I want to be sticking out the ground, but if you disable simulation you can't pick up the ammo
Did you try making them simple objects?
yeah, cant interact with them at all then
You're talking about like, halo style resupply pods?
That's the kind of thing you are trying to do?
yeah kind of. just makes them a bit easier to see if they're poking up out of the grass instead of laying flat
You're trying something more like making them float while intractable? Basically so they don't fall over from gravity?
Not actually embedded in the ground?
yeah exactly
You could potential try an invisible object and attach the boxes to those objects.
Then turn off the sim on the invisible objects.
nice, i'll give that one a shot
Did it work?
So what's the purpose of working with PAA's over JPGs? The exact same image is like 500kb in PAA compared to like 100kb in a little lower quality JPG. Does it come with any benefits except for just quality that is indistinguishable by the human eye?
if saved properly, a paa can be less than jpg I think
also paa supports transparency
isn't paa a lossless format whereas jpg is compressed?
paa isn't entirely lossless, it compresses a bit
ah
But mostly it won't bother anyone
this might be hearsay but do paas also have this "black texture" issue when far away?
i think thats an issue with .jpgs
in my experience .paa files load faster and do not have the black texture issue.
👍 that's worth the extra few kbs then :)
paa is very much compressed
.paa is compressed. Can contain alpha channel and is encoded with information on how the engine should render it so it operates far more efficiently. Filesize is only larger because it contains mip-maps which are lower res versions of the texture that the game can render at different graphic settings and distances to render the scene more efficiently
but you dont use compressed image (jpg) to make even more compressed image (paa)
jpg doesn't mip, so is rendered at full resolution all the time
crawled on it tried differnt proxy points, no action shows up, any idea?
Thank you for that explanation, makes a lot of sense now. I think I'll just be using PAAs. The only thing is that mission transfer is always soooooo slow for some reason. Like takes a minute or two just to download a few MBs
Hi. I'm very new and would like to know how one would make a task when a vehicle reaches a hold position. The way I'm trying right now is to see if the hold waypoint can activate a trigger to create the task but as you can see by me asking here it isn't working
I'm not sure this is the way you should do it.
You could create a trigger area at the waypoint, where when the truck enters the area it creates the task.
I believe that could accomplish what you're trying to do.
Alright. I'll try that. Thanks
I'm trying but I'm not getting it to work. I've tried setting it to detect BLUFOR present and making the truck the trigger owner and setting the trigger to any of the group present and still nothing
Oh, have you checked the waypoint complete portion under the waypoint attributes?
@crystal coral
I'm not sure I understand what you mean
Give me a second. Got to launch the game to find it.
Sorry, the On Activation section under Waypoint Expression.
You could use createSimpleTask command in there.
Then when the waypoint that has the command is completed, it will create the specified task.
I despise autocorrect.
So I need to remove a mod from this mission. But I can't resave it as readable because of this error. https://cdn.discordapp.com/attachments/825188867820879913/874012582900551781/unknown.png
Oh ok. I'm so new I barely know any of the commands that are available. This is my first mission I'm making
You'd probably need a near by move waypoint that can be completed seconds before the hold waypoint though.
Hold waypoint don't complete when you reach them.
It's not, it's so the unit stays at location until told to move on by something else.
yeah I just mean that onActivation only runs when you move off of it
it makes sense in my mind to run when reached
On activation means once completed.
You can't complete an infinite action.
alright. Do you know of a way to check if your whole squad is in the vehicle to begin moving? Right now I have it on a radio bind to move on
I believe there's a way to do that. I don't know it off the top of my head though.
ah ok. No worries. Don't wanna ask more than you know and make you do more work
hey im having an issue with the set task state module on a dedicated server it just doesn't seem to do anything in multiplayer but works fine in single player. the trigger its linked to isn't set to only operate on the server so i'm not sure what the deal could be ideas?
Hey there peeps
is there a channel where I can post troubles with my editor?
Cuz I think it corrupted on me completely
well, depending on the issue but we can start here!
Alright
So imagine this
You go into editor, set a "Playable" character, not "Player", and set spawnpoint of that said side
Then you set spawning on custom positions and all of those things. But issue is, I spawn immediately on the FIRST spawn point I set, even though I have multiple, and when I respawn, it immediately spawns me there without showing me my spawn menu
I reinstalled the game as well and disabled all the mods. Doesn't work with vanilla and modded
You placed the multiplayer respawn module right
Yes
i had a weird issue with one of my triggers repeating during an op on a dedicated server yesterday.
i had a trigger near our starting point that executed a teleport script when any player entered its area.
the script worked fine, but a JIP player managed to activate the trigger later on after it had already been activated. it wasn't set to be repeatable.
was this because the trigger wasn't set to be server only? are triggers local to each player?
Triggers are indeed local to each client, but I was hoping that at least the activation status would be synchronised for JIPs.
Setting the trigger to Server only should help avoid the unwanted behaviour you described.
but then would the players still see the radio option?
This is a different trigger setup 
ah yes, read too quickly as "alpha/bravo/etc" type of trigger
mb!
alright, thanks. surprisingly this has never happened before.
got a question about the editor. everytime I choose myself a loadout with a mask (ski mask or balaclava for example) it just disappear when I launch the game. it only happens when I selected ''player'' in the attributes. how do I fix that?
players can select different facewear in their profile options, which overwrites it if they have anything different from "None". If you want to force them to wear some facewear you can probably add something like this in the init field:
this addGoggles "G_Balaclava_blk";
Change G_Balaclava_blk to whatever facewear you want
thank youuu!
hi
all
Can anyone give me a quick answer?
I'm watching a mod but the explosion sound is too loud at any distance.
How do I modify them to listen to the distance in this situation
ask the modmakers if they can fix it, or ask them for permission to do it yourself
#arma3_config may help 😉
I'm learning how to modify my own mods
good luck! not an easy but a rewarding task 🙂
If I want to hide a weapons cache under either small rocks or grass...what's the easiest way to do that so the container doesn't pop out of the ground?
I can't seem to find any small camouflage netting in the game...
netted crates already exist?
Well, I wanted to go with something a little more personal like a buried weapons stash...
You know...for aesthetics...
Guess it's not too important.
there's an FIA weapons cache object, it's a small pile of crates with camouflage netting on top. should find it by looking for those keywords.
Hmm, well, I used some airplane crash craters to make it look buried...will see if this works...
see the Apex campaign, the first mission has crates hidden in crashed planes, etc
Anyone have an idea on how i would complete a task when a player has left a vehicle?
yes, "not player in vehicle" or use an event handler "get out man"
Cheers mate
player1 != helo
Does this mean that in the condition of a trigger it will activate when the specific player leaves the specific vehicle?
No, that will likely instantly activate as you are asking "is the player not the helicopter itself", which is always true. You probably want something like sqf !(player1 in helo)
Hello! I am trying to make a multiplayer mission ran on a server using primarily the Ravage mod. My question is; how would I make it to where I can save a multiplayer mission (mainly the player's inventory and location) whenever the player logs off. as of right now, logging onto the server will force you to respawn at the initial respawn point I had set up while in the editor. Any help would be greatly appreciated.
If anyone would like to help, I am also in the gerneral_voice channel.
You can use profileNamespace to save player info to your server's .profile directory.
can anyone help me with editor?
it's a simple thing, but I can't make it work for some reason
press "Eden Editor" and pick a terrain, it should open 🙂
it's actually a trigger issue, I'm trying to make an "end game trigger", but I can't make it work properly
I created an area with the following:
Trigger Condition:
!alive extraction_start && this
On Activation:
deleteVehicle extraction_end
It is also synchronized to a "Play Radio Message" and an "End Scenario" module.
The problem is it only seems to delete the extraction_end, and nothing else happens. I've tried many other ways to make it work, like creating other triggers to activate the Radio Message and End Scenario, but nothing seems to work.
what is the trigger's condition? you have "&& this" in your code
Any Player Present
can you join a call with me so I can share my screen? It should be easier this way
But do you have any idea why it doesn't seem to work?
what are extraction_start and _end?
I'm kinda new to the editor, so the way I figured out to make some triggers work is by creating vehicles just to delete them afterwards.
extraction_start and _end are just triggers without any utilities. When they get deleted, a trigger with a "!alive" condition is activated.
The _start represents the start of a task, when it gets deleted, the extraction task begins. And the _end represents the accomplishment of this same task.
that's… artisanal, but understandable if you don't know scripting (I am not bashing here)
hahaha, that's because you didn't see how I managed to create a condition to recognize all alive playable characters in an area without a script. Not proud of myself by doing that tho, I really wish I did that by scripting.
I took ScreenShot to help understand how my triggers interactions work, maybe it helps: https://prnt.sc/1mir49b
If extraction_start is deleted >> extraction_trigger activates
If extraction_end is deleted >> mission_complete activates
Funny thing is that when mission_complete activates, the task actually changes its state to "Completed", but the End Game Module doesn't activate
did you link it, and not group it?
Yes, I used "Sync to" in both
you can give triggers variable names and check if they have been activated. i think this is related to what you are trying to achieve.
https://community.bistudio.com/wiki/triggerActivated
you can put it into the condition field of your trigger.
" triggerActivated trigger"
that will then activate the trigger.
@weak gale Nothing changed, I can't understand why some modules are activated by the trigger and others are not
Here is a ScreenShot of the test I'm doing: https://prnt.sc/1mzdiv9
The "On Activation" field should delete the car in the area. When this trigger is activated, the car is deleted, but the Radio Message and the End Scenario don't activate.
But when I delete the "triggerActivated" (or the "!alive thing I was doing earlier) from the Conditions and keep only the "this" condition, it works fine.
I remember there was a super handsome smart dude that made a video about triggers
Maybe this can help
Is there a way to have AI use USS Freedom or no?
It doesn't really help, but thanks anyways
@weak gale @prisma oyster @reef lintel I just figured out what is causing the issue, but I don't know how to fix it. This mission is supposed to have a Zeus, and I'm using the Zeus Enhanced Mod (don't know if it has anything to do with the issue, I'll test it soon).
The thing is when I play Zeus and I Update Editable Objects (like seem in this ScreenShot: https://prnt.sc/1n12bmf), this particular trigger stops working properly and only activates the "On Activation" field.
Assuming it is a Zeus Enhanced Mod bug, is there any known fix for it?
It seems to be an incompatibility between the two modules synchronized to the trigger (End Scenario & Play Radio Message) and the Zeus' Update Editable Objects tool
wdym?
as in take-off using the catapults
i think i remember that there was a flight deck script around. google might know
Any mission ideas for an russian invasion of europe and what map should i take
Is there a way to optimize triggers?
I'm using a lot of them, and since they check every 0.5s its slowing down the on activation effect for each of them when the trigger is activated
Yes. https://community.bistudio.com/wiki/setTriggerInterval
Right now you have to set it via script, not in Eden. However I believe this changes in the next update and it'll the work in Eden
If your triggers are guaranteed to be activated one after another(ex. Trigger 2 cannot by any mean be activated before Trigger 1), a way to optimize would be disabling simulation of trigger 2 on start, and activate it upon trigger 1 is activated.
Omg whens this update
It does not need to be based on some sort of queue, for example you can also do such structure based on positions, it really depends on what your triggers are doing. In this case, maybe you got a lot of triggers that check if player is in area but doesnt have any queue estimation, in that case , you could separate the triggers into zones and a big trigger would check if players are in that big area , if so , then it would activate little triggers and the rest of any zones would not calculate.
Ohhhh sweet, yea i was trying to figure out if i could mayueb hide it until someone would come into vacinity
September last I heard. Always subject to change.
If you are not sure and want to play safe, instead of disabling simulation, you can just set the interval temporarily to something longer so they ll execute less many times. (Disabling simulation freezes condition check for triggers)
Like i cut down on my triggers because halfway through the mission i relized that scripting dialogue is alloooottt better instead of using triggers
BUt it screws up with CAS and stuff
and with objectives showing
protip - don't use triggers :p
performance saved, et voilà
but im a lil babby boi
Well triggers are making easier to work on stuff, I doubt you are doing a mission that would want 100% performance saving :P
Like i know scripts also take a heavy toll on performance, but im still nopt sure what the limits are
A man can dream
of 100% efficiency
scripts > triggers for performance
but you can easily tank perfs if you don't know what you are doing
that's the thing
Well technically in scripting, same issue is there regarding tanking
I meant scripting
you can tank perfs way easier with scripting :D
triggers are "good" for visual editing yes
Yea i'm trying to avoid loops ebcause of what ive read on perf issues
Do what I said, less triggers active at same time, less issues.
Oh yea im gonna work on that, legit solved my problems
the loop itself is not the issue too much, but the amount of them
using e.g a trigger or waitUntil not alive target instead of a Killed event handler is taking a thread for nothing :)
rightio
Well, it's not for nothing 😛
So use them sparingly
ye
If the script is too heavy, your pc is too weak 😛
He was hired for dad jokes to keep motivation up during corona, that's it
It's the most essential service of them all
I now remember that in my CAAS mission, I used waitUntil all units for a group to be dead
I haven't optimised that, because it's rare there are more than 3 groups to check
(although I did other perf bs at one point, that I have fixed since 😄)
We all did.
I could go over all my missions two times and would always find something to improve
(so, yep - but I work on DayZ 2 Enfusion and never touched Arma 3)
Amen, brother!
Ah yea nice
anyone have an idea on how to make a loud explosion with minimal assets? i know the fuel hemitts are big and loud but an alternative would be nice (im ok with scripting as well)
what do you have in mind exactly?
@sharp lance
Basically an explosion only for story purposes. Say they go into a building and see an ied factory. They run away and it explodes for some reason. Outside of putting in tons of explosives of various sorts, what is your go to I need a big loud explosion method
you could place an IED / GBU and have it go off with a trigger
gimme a sec
this might lead you the way
https://forums.bohemia.net/forums/topic/199056-need-to-make-a-small-explosion-on-trigger/
Do drone leaflets work in multiplayer?
I use a few triggers but i discovered less it better. You as the Zeus can get most of the AI to do what you want about 80% of them time.
how do i put down mines/IEDs, ive been looking for them in the editor for hours now
there is a search field ("mine"), you can place them from the "empty assets" I believe
thanks man
Is it possible to manually change the CBRN Chemical Detector's "Threat Level" in the editor, perhaps with triggers?
Just like in this video: https://www.youtube.com/watch?v=fRV56ByvbbY
This question has been asked before over a year ago with the following:
"Is there any indepth documentation on the Chemical Detector? The only documentation supplied is this on the wiki:
//Fetching useful UI controls private _ui = uiNamespace getVariable "RscWeaponChemicalDetector"; private _obj = _ui displayCtrl 101;
_obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.00 and 9.99) _obj ctrlShow false; //Hiding the detector when desired```
I have been messing around with this: _obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.00 and 9.99)
Specifically, I have tried putting it in a Unit's Init section, replacing the '_obj' with the Unit's variable, putting it in a trigger with the Unit's variable, etc.
Is there something with the current documentation on the Wiki that I am missing? or is there somewhere where I am getting some more detailed information on how to set it up."
(Orginal reddit post: https://www.reddit.com/r/arma/comments/gako54/cbrn_chemical_detector/)
Sadly the original Reddit post didn't have any clear answers, so trying my luck in here.
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
https://community.bistudio.com/wiki/Arma_3:_CBRN#Chemical_Detector may provide info
I've looked at that but I understand tat i can change the threat level value with the following code from the Wiki: _obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.00 and 9.99). However i have no clue how to link that up with triggers or how to make it rise when the players enters a specific area and like wise fall again
this is because you don't understand the code in its entirety
_obj is a local variable, therefore cannot be accessed from anywhere
private _myChemicalDetector = (uiNamespace getVariable "RscWeaponChemicalDetector") displayCtrl 101;
_myChemicalDetector ctrlAnimateModel ...
```should do
IF it is activated, of course
How do I make ammo crates only accessible for NATO?
Like I have a Special Weapons create and I would not want it accessed by CSAT
blow the crate up
What exactly do you mean IF its activated, by a Trigger for example?
I mean if the chemical detector is on screen
but tbh it's more of a #arma3_scripting issue, doing that via #arma3_editor's triggers is clunky at best
is there a better solution?
take a defensive position around the crate and kill approaching CSAT operators!
Depends on your will to script I guess
ok, joke aside, you could use clearMagazineCargo etc on CSAT's side
I made like a 2v2 arcade gamemode, 2 houses on each side of a city with a house with extra weapons and explosions in the middle
so they can fight for the advantage
I can ask them not to touch the crates of the opposite sides, but that's a bit lame
use locality at your advantage
provided people don't switch sides in the meantime ofc
But it's like a small game between friends, they won't switch sides
Create a initPlayerLocal.sqf inside your mission directory, put this in (untested, not sure if it will work at all, 3den and its events are not my field):
Assumed blufor has crate called natoCrate
opfor has crate called csatCrate
(So dont forget to change them according to whatever variable name your crates have.)
waitUntil {alive player};
private _crate = csatCrate;
if (side player == east) then {
_crate = natoCrate;
};
clearBackpackCargo _crate;
clearItemCargo _crate;
clearMagazineCargo _crate;
clearWeaponCargo _crate;
waitUntil { sleep 0.1; not isNull player };
private _crate = [csatCrate, natoCrate] select (side player == east);
```😛
I am not sure when side is assigned so wanted to play safe
, I hate writing if condition like this and for some reason always forgetting select can be used like this, I ll forget in the next 20 mins too
how do i make Soldiers get out of a vechile after reaching a waypoint? (and making sure they dont go back in)
By using getOut(entire team) / unload(cargo only) waypoint?
that doesnt work either one of three things occur, A they dont get out, B they get back in after getting out or C they drive to their next waypoint instead of walking
see https://community.bistudio.com/wiki/AI_Group_Vehicle_Management
it depends on AI, players or other stuff
@prisma oyster sorry,what i've meant is if there is any way to load a scenario where a few assets were used.is there any way to ignore the mods required and lout it anyway?
yes, and I told you to merge an empty one with the mission you want to load
you will lose data in the process though, that is to be expected
and with external scripts an so on?
if the question is "are removed mod scripts still loaded", the answer is no
Without anything else interfering, the behavior I mentioned is what it is. The behavior you describe sounds like vehicle is assigned to the squad thus they re given ability to make their own decision regarding usage of vehicle.
ok,ir worked out,thx for the help
where do i put the input of unassingvehicle? on the waypoint or?
that's not #arma3_editor but #server_admins
The answer will surely come to "Modded game issues" soon
my kol?
ye
a kol is?
check emote , that gives a hint
sigh
@prisma oyster is there a new thing in the editor in dev branch or something?
force-loading
or I guess is there docs on that
Hello ! Is it possible to make an explosion but it does 0 damage?
I'm pretty sure the next question is: how? 🙂
The tension increases....
🍿
I'm a bit intressed why to do it that way. If the point is to do "effect explosion" in some village without killing AI's you could also just hide the AI's or make them invulnerable for a while
More importantly. Why?
because big boom cool
Hey guys, I'm back with another question
Hey its me again
Its bc i want a trigger with an event that make the explosion and at the same time the ennemies attack like an ambush
But i dont want to hit the players on this and i will just use a setdamage i dont want players to die with this
So i need an explosion for the scenario but hurtless :)
I'm trying to make a checkpoint system in a mission.
The players start on checkpoint 1, if anyone gets killed, they can all agree to restart the mission or continue without that player who just died. But when they reach checkpoint 2, all dead players can revive for 1 respawn ticket each.
Any idea on how to make it work?
I know how to do everything i talk about except the no damage bomb
Maybe if you make everyone in the area invincible at the moment of the explosion?
Can we make an incivible zone for like 20m² ?
I know it's possible, but I can't script 😑
Scripting invincibility always has some weird effects that tend to make it bad
I know Achilles in Zeus has a "createIED" where you can do a harmless IED
looking into their code for a bit, this is the function
might be worth checking it out
if you do
_spawnPos = getPos _myTrigger;
private _explosive = "SmallSecondary" createVehicle _spawnPos;
_explosive setPos _spawnPos;
_explosive setDamage 1;
and see what happens?
@meager kayak ^
I will check this when im back home ! Thanks :)
But im trying to use the less mod as possible
ye, not 100% sure, check the bottom few lines of fn_createIED
Well, this is just the script that's in a mod. You can use it to learn from and make your own scripts.
Scripts aren't mods
you can just copy some of the script and put it into your trigger
I've tried to mess with the respawn quite a bit in the past, I'd say your best bet is to have people respawn the normal way, using the ticket system, but spawn them inside of a box or something they cannot escape.
Then once the "alive" players reach their destination let them choose to restart (end mission) or "revive players" (teleport "dead" players from box to the alive players)
This makes sense. But what if I want them to spectate while dead? It would suck to just keep staring at a wall while waiting for your teammates to reach the checkpoint
won't they be able to get information you don't want them to have in spectator?
Not really, I turned off the free cam spec
You could put a trigger inside of the "dead" box that puts them into spectator, and takes them out of spectator if they leave the box
and I'm not sure if the spawn at the first checkpoint would be free, if it is, you can just add tickets again using https://community.bistudio.com/wiki/BIS_fnc_respawnTickets
Okay, noob question now: Let's say I'm kinda new to ArmA 3 and only started playing because of the Editor/Zeus.
How does the respawn system work? Do you choose when you want to respawn, or you keep respawning automatically as long as there are tickets?
You can change all the options in the multiplayer options I believe
Like you can put players into the respawn screen, which allows them to pick a location
or you can just directly have them respawn
it's configurable in there
When a player is respawned, its variable name and synchronized triggers keep working?
Since I can't script, I created a trigger to every playable unit to get to a condition of "if all alive players are in the area, then you can complete the mission", and another trigger that checks if all these trigger are activated.
So if the respawn resets the synchronizations/variable name of the unit, it will break the last part of the mission
Is there a way i can place an object if i know the classname, but can't find it in editor dropdown?
its a specific building all over the Lingor map, but can't find it for the life of me
i figured out how to search by class, but it just doesn't exist as a placeable object?
I'm trying to make a mission for my friends and I recently got the global mobilization DLC to play by myself. I've run into a problem with it though. When I go to edit my mission it says I am missing content which is "gm_weapon_throw" which says it belongs to GM. I tested it and I can edit it and play it with GM but my friends dont have GM. How do I get rid of the need for GM?
You could unload GM and merge the mission into a new scenario
How can i edit the scenario so i can limit the individual spanws to 2 respanw
so a player can only spanw 2 times on the game
and then go to espectator mode
Hey, y'all. I need help with adding a custom supply crate. my script so far is "clearMagazineCargo _this; clearItemCargo _this; clearWeaponCargo _this; _this addMagazineCargo ["Chemlight_blue", 50]; Signal = "SmokeShellYellow" createVehicle position _this; this allowDamage false;" That code was copied from a youtube video I saw from 2013 explaining it. The question is: How do I find the correct names for each item? Like if I wanted to use one of the M4s from RHS, how would I find that item description? Also, how would I separate those items in the script? I tried "["Chemlight_blue" ,5]; ["Chemlight_red" ,5];" already, and the blue chemlights seemed fine, I just did not get the red ones. Any help would be much appreciated!
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
*update! I fixed the gear separating issue, I was able to make it to where I receive 5 blue and 5 red chemlights. All I need now is just where I can find the right names for the items I need.
Hello !
theoretically, how can i create a simple task like "kill unit" / "destroy objectif" ect..
Spawn randomly on the map with some building ?
For example "kill unit in this base"
base that a previously created on the editor for example.
I dont know how can i theoretically do that.
Thanks
i have a question, im currently in the editor and im judt doing some stupid stuff but i came over the problem of rotating something vertically
and i dont know hpw to do that
so....how can I edit the scenario so only a player can spanw a limited time,so it has only 3 respanws for example,after that,he goes into espectator mode
Have a look at the respawn system and what you can do with (custom) respawn templates here: https://community.bistudio.com/wiki/Arma_3:_Respawn
Circling back on this... I tried implementing this finally, but it doesn't seem to be working. To confirm, I've got
initPlayerLocal.sqf
_unit setUnitLoadout (configFile >> "EmptyLoadout");
Any ideas?
That is whole code right? 
That's the whole file yeah
And who is _unit?
It's initPlayerLocal.sqf.
So... The player
The goal is to set the player loadout to empty on join
Did you tell initPlayerLocal about this or is it a secret between you and me?
Are you implying I should have a different target?
you didnt define who _unit is
What would you recommend?
For you to define who _unit is , or change _unit to something else =)
very helpful
https://community.bistudio.com/wiki/Variables
Please read this to understand what you are writing.
_unit is not defined, it is nothing, not existent at all. It is like telling this:
Hey mission, I got someone that does not exist, please give him the loadout from the config I've addressed.
replace _unit with player
player command returns player object.
https://community.bistudio.com/wiki/player
yo. how do I make a plane attack a certain target with bombs/rockets, like a house?
if you dont get any help just tag me in 6-8 hours when i get on ill see if i can help
params ["_player"];
player setUnit.....
So... how do I make a friend take control of an AI by using "setOwner"?
How can I know the ID of the connected players?
You cant use setowner for taking control of ai
Do you want your friend to "control" the AI like "playing" it by any chance? (A lot of people confuse set(Group)Owner with that.)
Selectplayer might be what you are looking for
I already figured out how to do it, I was confusing "setOwner" with "selectPlayer". Thanks guys
Is there any way to randomise positions of Groups of objects?
I usually use markers.
randomise how so?
// random position in 100m radius
player setPosATL (player getPos [100 * sqrt random 1, random 360]);
I usually just randomise vehicles but I wanted to randomise like FOBs in layers.
Randomize location, or spawning?
Location
Like, multiple preset locations for the entire FOB that are randomly chosen, or random prop positions within a single FOB?
anyone down to mess with some editor?
Anyone know how to set up the addon for arma 3?
you subscribe to it on the steam workshop, then load it via the arma 3 launcher
In arma 3 tools to use them
why arma 3 tools?
what mod did you make?
I havent, Im trying to setup the addon builder
So how do i use mikero
see link
K thanks
setup the pdrive as explained
then install the tools
once done, make your project folder on your p drive
once you are ready, use pboProject to pack the mod.
if it fails, see the error logs why it failed. then fix and retry
k thnaks
what type of mod are you going to make?
Fulton recovery system
ArmA3P.cmd where do i run this?
you only need it if you refer to arma 3 game files
if so, you can run it from everywhere. it will extract arma 3 game data to your p drive
K thanks
Hi everyone
Sup
Does anyone have a guide for turning units in Zeus into actual spawnable factions in zeus?
I want to learn to make unit addons
@last aurora So my p drives are done how i start editing the mods
Hate to ping
sorry
"the mods"?
well, you now need to learn how to create the needed parts. if you need model work done, start to learn 3d modeling ( #arma3_model )
if you need script based content, #arma3_scripting it is
K thanks, Can i export models from unreal engine?
if the license allows it, maybe
Alright
i don't know how unreal works in that way
👍
You know those things from the campaign or when you're reviving a team member in default arma where you hold space and it slowly fills a circle? Whats the keyword that I can search to find info about how to add it to missions for actions and what not, I don't even know what its called lol
never mind
I found it
BIS fnc holdActionAdd if you guys are interested
if anyone has worked with rhsterracore does it have ai pathing for its buildings?
actually im testing this myself
ah man, no it doesnt 😦
i am trying to place a turret in zeus on top of a house but it keeps falling over
what do i do
i dont know why they cant make turrets more top heavy so they dont fucking fall over jesus
trying for 10 minutes to get this stupid dshk to be in place but it keeps exploding or falling over wont go into place at all
I hope ARMA 4 has A.I that has at least an IQ of 50
because zeus A.I is the most incompetent and infuraiting thing I have ever had to deal with
dumb ass A.i wont follow my waypoints properly
i give up
AI has nothing to do with physics
Also unofficial warning: Check your language. @mild inlet
The A.I was obviously a separate issue from placing a turret, lol.
I'm trying to figure out how to exempt specific units from Remains Collection through removeFromRemainsCollector but not seeming to have any luck. Anyone know the best way to go about this?
https://community.bistudio.com/wiki/removeFromRemainsCollector
Im new to the arma 3 editor
i made little things like just for myself but i dont know how to make Intel like
where when i pick it up it gives different objectives
is this the right place to ask for help?
You can addAction to the intel file and make it so that it assigns a task once you press on the action you've just added.
@dire frost
Oh thank you
is there someone I can seek to help a noob start from the very basics of the editor to quick mission type (note treat me like a retard that knows nothing)
Hi all. trying to add some text to the screen with a pause between them. Added this to the init of the mission, it does not work. Without the puase i only see the last texttitle ```titleText ["Intel says only two groups remaining.","plain"]; sleep 5;
titleText ["Enemy has been alerted so navigate carefull.","plain"]; sleep 5;
titleText ["Watch your fire! there's lots of civilians in the villages.","plain"]; SLEEP 5;
Any ideas of what i can do without adding an .sqf file. ?
hmm have you tried spawn?
No, but wiki states...... ```There is no guarantee that spawned scripts will be executed in the same order they spawned:
spawn requires a script handle when used in the 2D editor. (A3) ```
The note has nothing to do with your issue. It states “you shouldn't expect multiple spawns will executed in the same order” and you just need to use one spawn
0 spawn {
titleText ["Intel says only two groups remaining.","plain"];
sleep 5;
titleText ["Enemy has been alerted so navigate carefull.","plain"];
sleep 5;
titleText ["Watch your fire! there's lots of civilians in the villages.","plain"];
};```
Hey I have this is issue below. this happens every time I open up my mission file btw
17:06:14 Error in expression < }; }; }; };>
17:06:14 Error position: <;>
17:06:14 Error Missing )
17:06:14 Error in expression < }; }; }; };>
17:06:14 Error position: <;>
17:06:14 Error Missing )
what could I do? and where do I go if this isn't the right place to go?
a function in CfgFunctions most likely
see your rpt
where do I look exactly?
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
no as in, where abouts do I look in the rpt?
because it is lonely giving me what I posted here.
empty the rpt
load your mission and have the error
the rpt should appear, ideally with more details
if not, try to comment CfgFunctions here and therr until you find the guilty one
https://sqfbin.com/aburaxupijozomawekud ok so I am lost
this script I got off the net work a day ago but for some reason not now
actually it still does work.
I can not find the issue it is pointing too.
hi lost, I'm dad!
hmm
and what is the pointed issue?
the one from above?
yes
line 50
that or the issue is that the script was made by a french guy
wait, no
you simply didn't indent everything
yeah, if you're american or italian French scripts won't work with you
it for some reason points to line 109
Line 113, missing semicolon (config requires ; even if it is last line before })
action = " _this spawn DAZ_BCM_fnc_mdp_elec;" this one?
yep
We need an admin here, there is a spammer here
aand whats the new error?
Are you sure, you did not forget saving the file before testing again? If so, post your fixed code.
who indents like that
villains
the french
must be a fake French then
so rpt posts exact same thing?
yep
did you reload the mission?
Yes
One part of me wants to trust you, a bigger part of mine wants another rpt posted
I mean the error literally says this:
17:38:43 File C:\Users\Covid PC\Documents\Arma 3 - Other Profiles\C%2e%20Sovic\missions\Sick_Part_1.Chernarus_2035\DAZ_BCM_POWER_PLANT\Dialog\login_elec.hpp, line 77: '/DAZ_Login_elec/RscButton_1601.action': Missing ';' prior '}'
(Which I saw after I found the error sadly lol)
That error is coming from somewhere else as I guessed
You see, there is no more that line I mentioned above.
now it's
"missing )"
Nor had it made any sense considering the amount of }}}}
18:19:45 Error in expression < }; }; }; };>
18:19:45 Error position: <;>
18:19:45 Error Missing )
18:19:45 Error in expression < }; }; }; };>
18:19:45 Error position: <;>
18:19:45 Error Missing )
How many codes do you have?
codes? functions?
actually nvm, it doesnt give a position so I assume it is spawned(?) code or event handler code
as I said here…
or compiled CfgFunctions function, too
if it had been cfgFunctions, wouldnt it give position?
who writes cfgFunctions for missions anyways meh
apart from you
weeell
Yes, well for a start.
I have about 13 i have written myself
and the french (Canadians) have written about 13 files as well. which i have... touched.
well, try to find a code that has like };};};}; Id say then ofc with any space/newline count between em as in error
¯_(ツ)_/¯
the code you touched I hope
so… if it worked before and not after your edits, don't blame the French 😛
Hey, I am fixing up the indents now.
Is there a way to get the visual of a damaged plane without the performance impact or dieing\exploading? Triggered via trigger
isnt the effect most of the performance hit?
you can use setHit probably to make it look damaged
like breaking windows, visual hull damage,...
then throw in a fire/smoke effect
ezpz
do you want the plane to be destroyed without flames and such? if so, use setDamage's array syntax
if you want it to still be accessible, use what @dreamy pagoda said
how to get a wepon path(get a path where the player is sitting)?
sorry, what?
lets say im sitting in a gunner in chinook, i want to get a wepon path for addWeponTurret thing
(sorry if its in a wrong channel, didnt know where does it fit)
(it's more of a #arma3_scripting thing but it's ok)
noup, doesnt seem like it
it just gets the name of the heli
i think, idk
no worries, ill figure it out myself, tnx for ur help
Will setdamage work with disable damage on? (Im trying to "shoot down" a plane but i need the ability to control it to crash in a certain spot)
Or Maybe allow damage till a certain point
Just as an updated for my current circumstances in regards to what was posted earlier. Nothing is broken and everything works, I still am getting the error. Should I worry or just leave it?
yes
yes, you should fix it - no errors should happen or one day you will encounter an issue and won't know / won't care
I found the error
it was a mod problem
Thanks used @small patrol script sample. Worked a treat thanks guys. 👍
_sortedUnits = [[],[],[],[],[],[],[],[]];
{
switch (side _x) do {
case blufor: {
if (isPlayer _x) then {
(_sortedUnits select 0) append [_x];
} else {
(_sortedUnits select 1) append [_x];
};
};
case opfor: {
if (isPlayer _x) then {
(_sortedUnits select 2) append [_x];
} else {
(_sortedUnits select 3) append [_x];
};
};
case resistance: {
if (isPlayer _x) then {
(_sortedUnits select 4) append [_x];
} else {
(_sortedUnits select 5) append [_x];
};
};
case civilian: {
if (isPlayer _x) then {
(_sortedUnits select 6) append [_x];
} else {
(_sortedUnits select 7) append [_x];
};
};
} forEach allUnits;
_sortedUnits;
``` this isn't working for some reason... no syntax errors in this function. maybe it's how `side` works? sometimes it returns "WEST" instead of "blufor" and that might be what's wrong..
I feel like there is a better way with units, select and push back 😄
_units = [units east, units west, units independent, units civilian];
_players = [_units select 0 select {isPlayer _x}, _units select 1 select {isPlayer _x}, _units select 2 select {isPlayer _x}, _units select 3 select {isPlayer _x}];
``` 
private _sortedUnits = createHashmapFromArray [
[blufor, [[], []]],
[opfor, [[], []]]
];
{
private _array = _sortedUnits get side _x;
_array select (isPlayer _x) pushBack _x;
} forEach allUnits;
nah, that sucks (my code*)
[allPlayers select {side _x == east}, ..., ...] that's probably even faster
given that there are usually way more units than players
yeah, most likely for players
but maybe he needs AI too so allUnits it is?
also, this can change with time @jovial robin 👀
sorry, what?
I am hungry, can't think.
yep... grab all the units, and depending of some booleans here and there, apply to the units of an array in _sortedUnits
yeah but do you need AI units sorted, or do you just want players to be sorted?
also, if someone dis/connects you have to redo it
both. there's options to apply to only AI of a side, only players of side, etc
but i'm just laying the foundations for the multiplayer support of my mod
which I will probably need lots of help with
still couldn't get this to work... looks like the switch isn't even being called. I must be missing something
How would one animate a dead body
Because you did not close the switch, missing } for that scope, do your indentation properly and you wont face such issues.
You cant
Sad
Necromancy is not welcomed sadly, I know
Me when no normal looking dead nato 
What do you want to do?
Use a static animation on a dead guy 
can someone join me in a call and help me debug my mission, this is my first mission and im at a dead end and i dont know what to do. (im using mods)
You can use the handleDamage event handler, upon damage hitting 1, modify it to something that it wont kill, then you can play your static animation, but you would want a transition to that animation as well, dont forget.
do it in real life
this unit setDamage 1;
Ok
thats incorrect , and you dont want setDamage 1, if you kill , you cant animate
Ill go back to the ww2 german cemetery

I went to one today
Its like 500m from my house
lucky

Really overgrown and shiy
Most people were born 1800s/early 1900s
Died during or story after the war
most likely not, people don't like calls and it also doesn't help future visitors that would use search
i have searched the scenario code, triggers, system "blocks", ect but i dont know what the problem is im just so confused why its not working, all the code i used i got from the bi forum/wiki and i watch many tutorials.
its not just a single component that is wrong so its very difficult to do it over text
If you do not understand what code you used but simply took it, it will surely be torment to the one who has to find out what is wrong.
I'd suggest testing things in smaller chunks first to learn how they work. It's also easier to ask question "why x does not work" instead of "why nothing works"
Tinkering at is finest right there.
Hi all. Tying to get the screen to fade to black, then to fade in and out a sequence of white text on black. Then fade black screen away. Cant seem to get the white text to fade on the black screen, without the black fading. Here's what i have.... .[] spawn { TitleText ["SCREEN FADES TO BLACK", "BLACK OUT",-1];SLEEP 5; TitleText ["FIRST LINE TO FADE IN TO BLACK", "BLACK FADED",-1];SLEEP 5; TitleText ["SECOND LINE TO FADE IN TO BLACK", "BLACK FADED",-1];SLEEP 5; TitleText ["BLACK FADES AWAY", "BLACK IN",-1];SLEEP 5; }
Inside the script itself, yes, outside the script only through setting a global variable from inside the script I suppose.
#arma3_scripting please
Moved to #arma3_scripting
It works for me: It fades to black, shows the four lines and fades back to normal with the last line 
so where do i find out what hitPart selection is what?
is there a viewer or sth similiar?
seems like there is a config for hitpoints called class HitPoints in the vehicle's config entry, so something like configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" (https://community.bistudio.com/wiki/setHit, notes)
getAllHitPointsDamage can help too
another problem: when i fire a .50 cal at the popups base, the whole thing falls over (kinda like its been killed). i tried not allowing damage, but that stops the hit EH from firing, which i rely on
so how do i stop the target from "dying" but keep the hit EH
use the "HandleDamage" EH
and then set the applied damage to zero?
yes; you can override the damage value
but note it is not the applied damage value, it is the selection's final damage
ah alright, doesnt impact, since im only playing with popup targets.
setting it to zero works 👍
hmm if its a "total damage after hit" value, you could make a healing gun 😄
correct
well, a healing unit at least
if you watch Rambo reversed, it's about a guy that heals people with his bullet vacuum after all
lol
is there a wa to make units not walk or rotate?
doStop theUnit
thank good sire
they still move "Lou"
then you are doing something wrong "Hackkittz"
try theUnit stop true then ^^
they won't rotate, anything
they might shoot if you are straight in front of them, that's it
i put it into the individual soldiers init "Lou"
that's what I wanted to provide at first, but I mixed them
i forgot the ;
Does someone have some good tool or some mod for EDEN, that has snapping like toggleable prop snapping to other props for the construction of halways. and such beside the current available tools. (I already use the different tools but it's still kinda annoying for example. trying to align 2 props has me take of the current transform grid movement stuff. just to try and get it perfect
How to i set altitude for markers?
via scripting only, setMarkerPos
Thanks for trying. Lines just appear, don't fade. No spacing between them just replace each other.
Hey guys
i would like to do something like that(sorry for my english) :
When you spawn, you have an enjury at the leg, another one at the arm.. like the ace injury system
So when you spawn you are on the floor and you need to be healed
i tried to set damage but it doesnt work ?
does something like " unit setdamage right leg 0.5 " exists ?
setHitPointDamage, but there is no such thing as left arm right leg in vanilla Arma
iirc only ACE has a system that can do such stuff. not sure tho
i do use ace
but i found the screen where i can set damage to body part but it seems not working ?
see their doc, I'm afraid that is all there is right now
i cant send screenshot here ?
use imgur pr any other image hoster, then share the link here
This menu shows your medical status.
And that sliders are from some mod and it won't we compatible with ACE as it just sets hitpoints values which is not used by ACE Medical system.
You will need to use the function I've linked.
oooooh its not from ace ok i got it
thanks for your link
maybe it will sounds stupid but im not sure ton understand what do i have to write exactly ?
[["_unit", objNull, [objNull]], ["_damageToAdd", -1, [0]], ["_bodyPart", "", [""]], ["_typeOfDamage", "", [""]]
that LOOKS like what i need but i'm not sure how it works
function usage is explained in the header which is highlighted in my link.
in the english tutorial
when there is for exemple " [player, 0.8, "rightleg", "bullet"] call ace_medical_fnc_addDamageToUnit "
the " call " means "this code will call that function" or is " call " a part of the script ?
part
[theUnitToDamage, 0.8, "rightLeg", "bullet"] call ACE_medical_fnc_addDamageToUnit
oooooooh ok wait a min im trying this thx
Okay it works perfectly, and now i get how to use it
thanks guys you are awesome
Question, How do I edit the selectable loadouts when you go to spawn in?
Is it possible to make a single player mission? If so, how?
Yeah
You make it in Eden just like you do with a multiplayer one.
You just save it as a singleplayer mission file instead.
Now, someone tell me how to make a king of the hill multiplayer mission
or send a guide/video
cause i cannot find shit
how much time do you have?
@round dagger
till im sleep deprived
the world record is 266h, and you still need like 6 months more
koth style missions require a ton of custom scripting
so you'd need to learn that first
sorry ¯_(ツ)_/¯
can i pay someone to code that part
you can try. but it will be expensive
nope. KOTH is obfuscated and afaik the code is not available
is KOTH just in general one of the harder things to script?
nothing is "harder" to script if you know how to script. if you understand the mechanics and the language.
but everything is hard to script if you can not script 😄
so for a fucck wit like me, how long will it take to learn and make a complete KOTH mission?
hmm...
do you have any previous code experience?
no
then maaaaaany full moons
timer starts now, ill let you know if I commited suicide
How do I just make a simple battle with eden
@supple rampart
you mean like two groups fighting each other?
well, you place a group BLUFOR on one side of a town, a group OPFOR on the other side of the town, give every team leader a move waypoint to the center of town and watch
if you want it advanced, use the ALiVE mod
https://steamcommunity.com/workshop/filedetails/?id=620260972
http://alivemod.com/wiki/index.php/Main_Page
@last aurora
can you add me as a friend so I can send you a screen shot of something or can you look at a sepoarate channel to see what im talking aboutt
use an image hoster like imgur and share the link here
aigh
@last aurora
how do I change those loadouts
or do I need to study every code in the universe to change that
i posted a link earlier
#arma3_editor message
oh wait...
you mean in this very mission?
the escape mission?
ok, the link i posted about loadouts and respawn is what you need
but like what, it seems like there are multiple things they are talking bout
it is all connected
to have a loadout system working, you need to have the mentioned descrition.ext in your mission root folder and the type of respawn defined
How do I make em move? Is there a way to have transports?
you can access the eden editor tutorials by clicking on the tutor hat in the top right corner
why you need is waypoints
Ahh, didn’t see the tutorial
Thanks man, I just bought the game and people on discord and the internet have been very helpful
👍
Can you make an object simple even if the editor extension Alt S doesn't allow it?
Anyone know what the "Mission" module does? It's in the Modules > Strategic category in eden editor.
vanilla?
Yes
I could post an image in trouble shooting, the question doesn't quite qualify for it though. XD
I can't find documentation for the module, probably because it's literally just called "Mission" and it is a "Module"
Yes, that one.
it just defines a mission for the Strategic Map
@edgy totem
https://www.youtube.com/watch?v=Ysflm7UYAMc
video detailing what it does and how to set it up
Is there a way to make events happen one after the other? For example, kill enemy unit x and a transport heli will go to a certain point, at which point the units enter and so on
Yes.
Alright, so I’m making a single player mission. I want to make a trigger for the player so when they enter the helicopter the get the order to move to another area, how do I do that?
Waypoints?
It worked
So, for some reason a vehicle won't move to waypoints. Any idea why? I've set the waypoint correctly, the vehicle has a driver and fuel.
It won't move even when I try it as Zeus, but if I Remote Control the driver, I can drive just fine
dont know. if it were a group of vehicles then it would be the known issue of vehicles in a group getting stuck. what about those folks on the pickup catching a ride, are they in the same group?
Are there any other waypoints than in the picture for that offroad?
I've tried to create a patrol (with 3 move and 1 cycle waypoints), and then I tried this one, with just one move waypoint. Neither worked
They are all in the same squad. I've done the same thing with a truck and it worked just fine
does single AI drive the truck ok?
The one in picture is too close to vehicle that vehicle can consider it completed, hence I asked.
Also from what I experienced, some waypoints (altho not move) are getting cancelled / completed due some reason concerning the period mission is being initialized-started.
I've tried making it further too, didn't work
Any mods? If not, requires debugging to further discuss.
I think I didn't get it
Just Zeus Enhanced and Editor Enhanced, but I've already experienced this issue without the Editor Enhanced
I know there is a vanilla zeus issue that causes this, but never seen it affecting 3den, I dont know why that issue hasnt been fixed at all either.
I dont think it could be 3den enhanced but I dont know zeus enhanced itself.
I'm going to bed now, didn't sleep yet. Gonna be off for the weekend, but will probably make more tests on Monday
Thanks for your time tho
Issue is certainly not caused by 3den Enhanced since I do not tinker with waypoints.
Its an AI issue actually. Some AI cannot read the path correctly. Remove the crew and place a new one, its the only fix I've been able to find outside of setting them in a group.
Max out the driving skill.
Place new units.
Try again.
Hey, "blame the mods" is the final destination in figuring things out (since we wont remotely debug stuff for people) so everyone who is a content creator shall equally be the victim of it. By creating content, you accept the terms and conditions which include this. 
More terms and conditions? Isn't it enough that I have already sold my soul to the sqf-devil 
No. 
I wanted to ask if anyone knows how notes system from Contact dlc works in editor.
I tried to do simple mission with Intel/notes on Contact platform but i don't know where should i start.
How do you put an AI in a certain part of a heli or vehicle
DOn't want em in the gunner without manually putting a AI already on it
hmm dont know that myself, in eden mission editor I mean, moveInCargo of course can place character on any seat number, but thats different than editor use. recently came across this as I wanted my character to sit on CUP AH6's side skid/bench but not on the first available slot.
Yes Seat number like
https://community.bistudio.com/wiki/moveInCargo sqf _soldierOne moveInCargo [_jeepOne, 1];
ehh I guess that works
if you figure out how to do that "with mouse" on eden editor, please let me know as I'd like to learn it too 🙂
More of wanted them defaulted on a seat
Okay
I just put people on the heli and then shove my people on it
delete the ones I don't want
You can right click on the unit and change its seat.
thanks veteran29, works great.
hi, im trying to make a mission where only players should be allowed to respawn, and ai should get deleted from the game if/when they die
How do I make a circular area marker?
markers->area and then double click and make it a circle
nevermind, i seem to have figured this out, no idea what i did or how, but it somehow works lol
Thx
What do you guys use to unpack PBO's?
pbo manager
Mikero's tools extractpbo.
Thanks
BankRev that comes with the Arma tools
Isn't that how everybody does it?
i thought we was supposed to use wordpad?
how do i make a Zeus sandbox scenario? keep on getting errors and not working how im trying to get it to work
What error?
imma try no mods outside of the map
heres what happens now https://ibb.co/6sPZYRt
how can I make it so that if one unit spawns, the other does not? *i.g. in an ambush scenario, the opfor units spawn in either one building OR the other, but never both.
Need to set a respawn point and enable respawn in multiplayer attributes
Place a marker and call it "respawn_west"
Is there a way to take the equipment storage tab from a supply box and import it to the limited ace arsenal equipment section?
Soon 3den Enhanced will have that functionality https://github.com/R3voA3/3den-Enhanced/wiki/Custom-GUIs#vehicle-inventory-manager-vim
Until then you probably need to script something. Ask in #arma3_scripting
Why can I only disassemble any turret when I play the scenario as a soldier and not shoot it. It works when I spawn it with crew though.
"the scenario"?
like in the eden editor when you go to test it out