#arma3_editor

1 messages · Page 53 of 1

glossy sierra
#

You mean, compositions spawn where you place them with your mouse and not at the original location of where you saved them?

jovial robin
sinful zenith
#

in the top bar in eden, disable the "follow terrain" thing

glossy sierra
#

& Surface snapping

jovial robin
unreal zodiac
#

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
prisma oyster
#

then have a transparent paa pic

unreal zodiac
#

yes but I need opacity

prisma oyster
#

partially transparent paa

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like, png, tga, etc

unreal zodiac
#

yes the alpha work well, but i want some opacity on the image

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the opacity in %

prisma oyster
#

I have absolutely no idea what you mean.

#

you want to reduce the image's opacity?

unreal zodiac
#

yes

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not the alpha

prisma oyster
#

then set some color to e.g #88FFFFFF (88 being the opacity value)

#
<t color="#33FFFFFF"><img stuff /></t>
#

@unreal zodiac

unreal zodiac
#

ah ok

#

thanks you

prisma oyster
unreal zodiac
#

idk

#

let's try

coral wasp
#

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

prisma oyster
#

does it tell you "missing addons"?

coral wasp
#

nop

prisma oyster
#

what, just "couldn't load." and that's it?

#

a screenshot perhaps?

coral wasp
#

i cant screen it tell just that there is an error when i load the mission

#

i cant send screenshot why ?

prisma oyster
#

antispam reasons
you cannot send a screenshot here, but you can upload to e.g imgur and paste the link here

coral wasp
prisma oyster
#

wrong 2nd link

#

@coral wasp

coral wasp
#

Its in french

glossy sierra
#

Can I use the the 'edit terrain object' to turn certain lamps off but not have them be destroyed?

prisma oyster
coral wasp
#

tes Français ?

prisma oyster
#

that's ||[CLASSIFIED]||

coral wasp
#

ah ah

prisma oyster
#

so yep, weird
it usually provides better details.

#

can you provide your RPTs?

formal muralBOT
#
Arma 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.

past sun
#

I think that error occurs when you modify mission.sqm by hand and fail at it very bad :P

prisma oyster
#

don't ruin the suspense c'm'ooon! 😄

coral wasp
#

i send you what ??!!

past sun
#

It lost the suspense considering the time it took to see the error

#

Sorreh

prisma oyster
coral wasp
prisma oyster
#

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)

coral wasp
#

ok

past sun
prisma oyster
#

no

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if I suffer, you suffer @past sun 😏 and even if I don't

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huh… nothing in the rpt. can you send the mission.sqm @coral wasp?

main axle
#

make a description.ext file in the mission folder, and put respawnonstart = 0; in the first line and save

dim kindle
#

How do I make more units engage the same thing?

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I have like 5 MRLS' and I want them all to engage the same target

prisma oyster
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doTarget?
or add them a DESTROY waypoint linked to the same vehicle

dim kindle
#

Destroy waypoints go on vehicles?

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damn thats a lot of time then

#

nvm i got it

grave quest
#

i want to make AI shoot at civilian hostages, is there any way to make civilians appear hostile to OPFOR?

prisma oyster
#

then remove that captive status

grave quest
#

👀

glossy sierra
#

Can I use the the 'edit terrain object' to turn certain lamps off but not have them be destroyed?

glossy sierra
# prisma oyster 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

prisma oyster
#

then you have your answer? ^^

#

(or set the damage value to 0.97 eventually, but that's dirtier)

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@glossy sierra ↑

glossy sierra
#

So, I can just use

this switchLight "OFF";
prisma oyster
#

yes.

dreamy token
#

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?

slender anchor
#

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?

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When you approach him, in a scroll wheel menu, it will show "open menu" or whatever and you spawn yourself squadmembers

dreamy token
#

Spyder's addon is the recruitment mod I usually use

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you can define what units are recruitable and such

slender anchor
#

Even custom addon ones?

dreamy token
#

as long as you know the class name

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(been away from arma coding for awhile so I can't remember the exact term I mean by class name)

slender anchor
#

ACM_NAG_Soldier_CLS

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This one you mean?

dreamy token
#

yeah, that's the usual format

slender anchor
#

Ah gotcha

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Thank you very much

dreamy token
#

you can do a vehicle spawning module with his stuff too

slender anchor
#

Yeah I will go and experiment with that Spyder mod ;D

fickle fossil
#

Is there a mod that makes the maps start with people on them?

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Like where the cities actually have civilains

dim kindle
#

Idk

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Guessing it'd be called ambient civilians,or something

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There is something like faction locations,though

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In..modules??

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Haven't played or coded in a while as I've been on the other side of the country

dreamy token
#

there is a vanilla module that lets you populate cities with civilians when the player gets within a certain trigger area

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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

dim kindle
#

henlo there

prisma oyster
#

plop

dim kindle
#

So whenever I put the destroy waypoint nothing happens

#

my artillery trucks just drive around and dont do anything

prisma oyster
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so! unitA > add waypoint "DESTROY" > place over the target > ???? > profit

past sun
#

Cant destroy something you dont know.

dim kindle
#

thatd idnt ork

prisma oyster
#

artillery might be different, too

dim kindle
#

Yeah probably different

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Cus I put it for every artillery truck to a target and they just drive around

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Are there any alternatives to it

past sun
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There is fire mission waypoint afaik

dim kindle
#

Yeah thats what i just saw

#

thanks

past sun
# dim kindle Yeah thats what i just saw

(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.

prisma oyster
#

(who asked what where?)

past sun
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You just dont see it, you ignorant green notlikemeowcry

prisma oyster
#

YOU don't see it :p

past sun
#

I saw it , thats enough for me

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check audit to see it aswell meowsweats

past sun
prisma oyster
#

so people don't keep on answering there and stuff

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losing their time, y'know

split haven
#

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.

prisma oyster
split haven
dim kindle
past sun
# dim kindle 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)

steep rock
#

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

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or can i just load the full Exile.cup_chernarus_A3 into the editor ?

wind raptor
#

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).

steep rock
#

i dont suppose you know where i would put Exile.cup_chernarus_A3 so i can load it into eden do you please ?

wind raptor
#

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.

steep rock
#

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

prisma oyster
steep rock
#

sqf files

wind raptor
#

Can you share them on sqfbin.com or somewhere similar?

steep rock
#

and thank you for all your help so far btw

#

yeah ofcourse just a moment

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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 🙂

wicked sand
#

How to get troops off heli

vestal perch
#

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

wicked sand
#

Making a mission

vestal perch
#

possibly with correct order of waypoints

prisma oyster
#

unload/getout waypoints 🙂

glossy sierra
#

You can use invisible helipads to make it more accurate too

wicked sand
#

Why do my drivers not drive

hard mantle
#

would it be wise to count a fire mission waypoint complete by placing !(someAmmo [unitName]) in the waypoint init

lunar pier
#

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

wicked sand
#

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

dreamy pagoda
#

I swear to god, music, sound, sfx,... this stuff's more complicated than rocket science 🥴

dreamy pagoda
#

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

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Oh and then I didn't even mention radio sound fx yet

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like there's so many ways to do the same thing essentially

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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"

prisma oyster
#

that or init fields :p

#

but yes, it takes some time to figure out what goes where (and also, 20y code inheritance)

dreamy pagoda
#

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

prisma oyster
#

WHAT'S HAPPENIIING I can imagine 😄

#

"how do we pick up?"
"yooou don't want to, trust me."

dreamy pagoda
#

I snuck in some pictures pre-operation and so they had an idea of what was going to happen

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was funny to see 50 guys just drop on their belly at once 😂

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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

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BUT can't really complain, EDEN is a massive step up from what we had a few years back.

prisma oyster
#

I see you are a veteran yourself sir salute

dreamy pagoda
#

Been around for a while, but in terms of Arma there's always new things to learn eyesHorse

prisma oyster
#

wait until you try modding!

#

scripting is the kind brother :p

dreamy pagoda
#

Oh we got our own mod too, I don't want to talk about it 🙈

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We've been gracefully blessed by those who contribute to open source so we can learn from others by example.

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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"\
};

kek

jovial robin
#

how do I make an unit say something over the radio? like a voice line?

prisma oyster
jovial robin
#

is there a way to disable friendly fire?

last aurora
#

not pressing play

prisma oyster
prisma oyster
#

there is a module for that I believe 🙂

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should be named "friendly fire" hopefully, otherwise I don't remember

nocturne oar
#

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

polar flare
#

Did you try making them simple objects?

nocturne oar
#

yeah, cant interact with them at all then

polar flare
#

You're talking about like, halo style resupply pods?
That's the kind of thing you are trying to do?

nocturne oar
#

yeah kind of. just makes them a bit easier to see if they're poking up out of the grass instead of laying flat

polar flare
#

You're trying something more like making them float while intractable? Basically so they don't fall over from gravity?

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Not actually embedded in the ground?

nocturne oar
#

yeah exactly

polar flare
#

You could potential try an invisible object and attach the boxes to those objects.

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Then turn off the sim on the invisible objects.

nocturne oar
#

nice, i'll give that one a shot

polar flare
dreamy pagoda
#

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?

prisma oyster
#

if saved properly, a paa can be less than jpg I think
also paa supports transparency

dreamy pagoda
#

isn't paa a lossless format whereas jpg is compressed?

prisma oyster
#

mayhaps

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I wonder if such documentation exists 😄

small patrol
#

paa isn't entirely lossless, it compresses a bit

dreamy pagoda
#

ah

small patrol
#

But mostly it won't bother anyone

dreamy pagoda
#

this might be hearsay but do paas also have this "black texture" issue when far away?

weak gale
dreamy pagoda
vestal perch
#

paa is very much compressed

dreamy raptor
#

.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

vestal perch
#

but you dont use compressed image (jpg) to make even more compressed image (paa)

dreamy raptor
#

jpg doesn't mip, so is rendered at full resolution all the time

fringe scaffold
#

crawled on it tried differnt proxy points, no action shows up, any idea?

dreamy pagoda
crystal coral
#

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

polar flare
#

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.

polar flare
crystal coral
#

Alright. I'll try that. Thanks

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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

polar flare
#

Oh, have you checked the waypoint complete portion under the waypoint attributes?
@crystal coral

crystal coral
#

I'm not sure I understand what you mean

polar flare
#

Give me a second. Got to launch the game to find it.

polar flare
#

I despise autocorrect.

uncut stag
crystal coral
#

Oh ok. I'm so new I barely know any of the commands that are available. This is my first mission I'm making

polar flare
crystal coral
#

Oh really?

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That sounds stupid

polar flare
crystal coral
#

yeah I just mean that onActivation only runs when you move off of it

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it makes sense in my mind to run when reached

polar flare
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On activation means once completed.
You can't complete an infinite action.

crystal coral
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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

polar flare
#

I believe there's a way to do that. I don't know it off the top of my head though.

crystal coral
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ah ok. No worries. Don't wanna ask more than you know and make you do more work

jaunty turret
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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?

slender anchor
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Hey there peeps

#

is there a channel where I can post troubles with my editor?

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Cuz I think it corrupted on me completely

prisma oyster
slender anchor
#

Alright

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So imagine this

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You go into editor, set a "Playable" character, not "Player", and set spawnpoint of that said side

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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

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I reinstalled the game as well and disabled all the mods. Doesn't work with vanilla and modded

quartz spire
slender anchor
#

Yes

weak gale
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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?

wind raptor
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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.

prisma oyster
wind raptor
#

This is a different trigger setup Lou

prisma oyster
weak gale
deep stirrup
#

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?

dreamy pagoda
#

Change G_Balaclava_blk to whatever facewear you want

uncut crow
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hi

#

all

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Can anyone give me a quick answer?

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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

prisma oyster
uncut crow
#

I'm learning how to modify my own mods

prisma oyster
#

good luck! not an easy but a rewarding task 🙂

dreamy pagoda
#

^ that is probably a much better solution

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😂

daring scroll
#

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?

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I can't seem to find any small camouflage netting in the game...

prisma oyster
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netted crates already exist?

daring scroll
#

Well, I wanted to go with something a little more personal like a buried weapons stash...

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You know...for aesthetics...

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Guess it's not too important.

weak gale
#

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.

daring scroll
#

Hmm, well, I used some airplane crash craters to make it look buried...will see if this works...

prisma oyster
#

see the Apex campaign, the first mission has crates hidden in crashed planes, etc

grim grove
#

Anyone have an idea on how i would complete a task when a player has left a vehicle?

prisma oyster
#

yes, "not player in vehicle" or use an event handler "get out man"

grim grove
#

Cheers mate

grim grove
#

player1 != helo

Does this mean that in the condition of a trigger it will activate when the specific player leaves the specific vehicle?

turbid eagle
#

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)

grim grove
#

Cheers i'll try that now

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worked thank you ^-^

dim kindle
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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.

dreamy pagoda
visual frost
#

can anyone help me with editor?

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it's a simple thing, but I can't make it work for some reason

prisma oyster
#

press "Eden Editor" and pick a terrain, it should open 🙂

visual frost
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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.

prisma oyster
#

what is the trigger's condition? you have "&& this" in your code

visual frost
#

Any Player Present

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can you join a call with me so I can share my screen? It should be easier this way

prisma oyster
#

negative, and no one else would be able to help then

#

I'm soon off for the night

visual frost
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But do you have any idea why it doesn't seem to work?

prisma oyster
#

what are extraction_start and _end?

visual frost
#

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.

prisma oyster
#

that's… artisanal, but understandable if you don't know scripting (I am not bashing here)

visual frost
#

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.

#

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

prisma oyster
#

did you link it, and not group it?

visual frost
#

Yes, I used "Sync to" in both

weak gale
#

you can put it into the condition field of your trigger.
" triggerActivated trigger"
that will then activate the trigger.

visual frost
#

@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.

reef lintel
#

I remember there was a super handsome smart dude that made a video about triggers

compact socket
#

Is there a way to have AI use USS Freedom or no?

visual frost
#

@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

compact socket
#

as in take-off using the catapults

last aurora
#

i think i remember that there was a flight deck script around. google might know

vague stone
#

Any mission ideas for an russian invasion of europe and what map should i take

lofty sundial
#

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

turbid eagle
past sun
past sun
#

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.

lofty sundial
turbid eagle
past sun
lofty sundial
#

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

prisma oyster
#

protip - don't use triggers :p
performance saved, et voilà

lofty sundial
#

but im a lil babby boi

past sun
#

Well triggers are making easier to work on stuff, I doubt you are doing a mission that would want 100% performance saving :P

lofty sundial
#

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

prisma oyster
#

scripts > triggers for performance
but you can easily tank perfs if you don't know what you are doing

#

that's the thing

lofty sundial
#

yea absolutely

#

slowly slowly though, thank you all for your help!

past sun
prisma oyster
past sun
#

ah

#

considering how most people like to spam while {true} ...

prisma oyster
#

you can tank perfs way easier with scripting :D
triggers are "good" for visual editing yes

lofty sundial
#

Yea i'm trying to avoid loops ebcause of what ive read on perf issues

past sun
#

Do what I said, less triggers active at same time, less issues.

lofty sundial
#

Oh yea im gonna work on that, legit solved my problems

prisma oyster
#

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 :)

lofty sundial
#

rightio

plain gale
#

Well, it's not for nothing 😛

lofty sundial
#

So use them sparingly

prisma oyster
#

ye

plain gale
#

If the script is too heavy, your pc is too weak 😛

lofty sundial
#

Also are you a arma dev lou?

#

cool cool

plain gale
#

He was hired for dad jokes to keep motivation up during corona, that's it

lofty sundial
#

It's the most essential service of them all

prisma oyster
#

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 😄)

plain gale
#

We all did.

#

I could go over all my missions two times and would always find something to improve

prisma oyster
lofty sundial
#

Ah yea nice

sharp lance
#

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)

last aurora
#

what do you have in mind exactly?
@sharp lance

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

last aurora
#

you could place an IED / GBU and have it go off with a trigger

#

gimme a sec

heady flower
#

Do drone leaflets work in multiplayer?

peak pebble
potent plinth
#

how do i put down mines/IEDs, ive been looking for them in the editor for hours now

prisma oyster
potent plinth
#

thanks man

hollow harness
#

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.
formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

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

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

fast plover
#

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

prisma oyster
#

blow the crate up

hollow harness
prisma oyster
#

I mean if the chemical detector is on screen

fast plover
prisma oyster
past sun
prisma oyster
#

ok, joke aside, you could use clearMagazineCargo etc on CSAT's side

fast plover
#

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

prisma oyster
#

use locality at your advantage
provided people don't switch sides in the meantime ofc

fast plover
#

But it's like a small game between friends, they won't switch sides

past sun
# fast plover 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;
prisma oyster
#
waitUntil { sleep 0.1; not isNull player };
private _crate = [csatCrate, natoCrate] select (side player == east);
```😛
past sun
#

I am not sure when side is assigned so wanted to play safe meowtrash , 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

potent plinth
#

how do i make Soldiers get out of a vechile after reaching a waypoint? (and making sure they dont go back in)

past sun
potent plinth
#

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

solid zealot
#

@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?

prisma oyster
#

you will lose data in the process though, that is to be expected

solid zealot
prisma oyster
#

if the question is "are removed mod scripts still loaded", the answer is no

past sun
solid zealot
#

ok,ir worked out,thx for the help

potent plinth
prisma oyster
#

ur kol

#

using a disembark waypoint should do though

dim kindle
prisma oyster
dim kindle
#

ah thnkas

#

I thought I posted in there woops!

prisma oyster
#

np, thou shalt not be banned

#

for now 👀

#

😄

past sun
potent plinth
prisma oyster
potent plinth
#

a kol is?

past sun
#

check emote , that gives a hint

potent plinth
#

sigh

weary bay
#

@prisma oyster is there a new thing in the editor in dev branch or something?

weary bay
#

or I guess is there docs on that

meager kayak
#

Hello ! Is it possible to make an explosion but it does 0 damage?

prisma oyster
#

yes! it is possible.

#

any other question? 😄

lime night
#

I'm pretty sure the next question is: how? 🙂

last aurora
#

The tension increases....

prisma oyster
#

🍿

lime night
#

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

glossy sierra
potent plinth
#

because big boom cool

visual frost
#

Hey guys, I'm back with another question

meager kayak
#

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 :)

visual frost
#

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?

meager kayak
#

I know how to do everything i talk about except the no damage bomb

visual frost
meager kayak
#

Can we make an incivible zone for like 20m² ?

visual frost
#

I know it's possible, but I can't script 😑

dreamy pagoda
#

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 ^

meager kayak
#

I will check this when im back home ! Thanks :)

#

But im trying to use the less mod as possible

dreamy pagoda
#

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

dreamy pagoda
visual frost
#

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

dreamy pagoda
#

won't they be able to get information you don't want them to have in spectator?

visual frost
#

Not really, I turned off the free cam spec

dreamy pagoda
#

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

visual frost
#

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?

dreamy pagoda
#

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

visual frost
#

I'll take a look at it

#

Thanks for the help!

dreamy pagoda
weary bay
#

yeah the respawn screen is nice

#

i recommend using it

visual frost
#

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.

https://prnt.sc/1o6lwmi

https://prnt.sc/1o6n357

#

So if the respawn resets the synchronizations/variable name of the unit, it will break the last part of the mission

nocturne oar
#

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?

novel light
#

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?

clever crescent
#

You could unload GM and merge the mission into a new scenario

novel light
#

ok ill try that

#

thx

solid zealot
#

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

dim kindle
#

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!

small patrol
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
dim kindle
#

*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.

zealous willow
#

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

potent plinth
#

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

wind raptor
solid zealot
#

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

wind raptor
placid delta
#

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?

placid delta
#

That's the whole file yeah

past sun
placid delta
#

It's initPlayerLocal.sqf.

#

So... The player

#

The goal is to set the player loadout to empty on join

past sun
placid delta
#

Are you implying I should have a different target?

past sun
#

you didnt define who _unit is

placid delta
#

What would you recommend?

past sun
#

For you to define who _unit is , or change _unit to something else =)

placid delta
#

very helpful

past sun
#

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

jovial robin
#

yo. how do I make a plane attack a certain target with bombs/rockets, like a house?

potent plinth
plain gale
visual frost
#

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?

stone lagoon
#

You cant use setowner for taking control of ai

past sun
stone lagoon
#

Selectplayer might be what you are looking for

visual frost
#

I already figured out how to do it, I was confusing "setOwner" with "selectPlayer". Thanks guys

jovial sorrel
#

Is there any way to randomise positions of Groups of objects?

#

I usually use markers.

prisma oyster
#
// random position in 100m radius
player setPosATL (player getPos [100 * sqrt random 1, random 360]);
jovial sorrel
#

I usually just randomise vehicles but I wanted to randomise like FOBs in layers.

polar flare
#

Randomize location, or spawning?

jovial sorrel
#

Location

polar flare
#

Like, multiple preset locations for the entire FOB that are randomly chosen, or random prop positions within a single FOB?

coral tide
#

anyone down to mess with some editor?

solar wave
#

Anyone know how to set up the addon for arma 3?

last aurora
#

you subscribe to it on the steam workshop, then load it via the arma 3 launcher

solar wave
last aurora
#

why arma 3 tools?

solar wave
#

Make my own

last aurora
#

you don't load mods with arma 3 tools

#

oh

solar wave
#

is what im sayinfg

#

Yea

last aurora
#

what mod did you make?

solar wave
last aurora
#

don't

#

you use mikero's tools to make mods

#

you leave atma 3 tools closed

solar wave
#

So how do i use mikero

last aurora
#

see link

solar wave
#

K thanks

last aurora
#

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

last aurora
#

what type of mod are you going to make?

solar wave
#

ArmA3P.cmd where do i run this?

last aurora
#

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

mild inlet
#

Hi everyone

solar wave
#

Sup

mild inlet
#

Does anyone have a guide for turning units in Zeus into actual spawnable factions in zeus?

#

I want to learn to make unit addons

solar wave
#

@last aurora So my p drives are done how i start editing the mods

#

Hate to ping

#

sorry

last aurora
#

"the mods"?

solar wave
#

1 mod at a timer

#

time

last aurora
#

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

solar wave
last aurora
#

if the license allows it, maybe

solar wave
#

Alright

last aurora
#

i don't know how unreal works in that way

solar wave
#

K ill see

#

thanks for the help

last aurora
#

👍

steep hearth
#

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

cloud mortar
#

if anyone has worked with rhsterracore does it have ai pathing for its buildings?

#

actually im testing this myself

#

ah man, no it doesnt 😦

mild inlet
#

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

cloud mortar
#

yeah, nothing you can do

#

you just gotta pray it works

mild inlet
#

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

small patrol
#

AI has nothing to do with physics

#

Also unofficial warning: Check your language. @mild inlet

mild inlet
placid delta
dire frost
#

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?

shrewd wadi
#

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

dire frost
#

Oh thank you

half hare
#

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)

spring pulsar
#

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. ?
paper cipher
#

hmm have you tried spawn?

spring pulsar
#

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) ```

small patrol
#

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"];
};```
slate shuttle
#

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?

prisma oyster
#

see your rpt

slate shuttle
#

where do I look exactly?

prisma oyster
#

!rpt

formal muralBOT
#
Arma 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.

slate shuttle
#

no as in, where abouts do I look in the rpt?

#

because it is lonely giving me what I posted here.

prisma oyster
#

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

slate shuttle
#

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.

prisma oyster
#

hmmmm…

slate shuttle
#

Hmmm

#

yes

prisma oyster
#

hi lost, I'm dad!

slate shuttle
#

hmm

prisma oyster
#

the one from above?

slate shuttle
#

yes

prisma oyster
#

line 50

slate shuttle
#

that or the issue is that the script was made by a french guy

prisma oyster
#

wait, no
you simply didn't indent everything

prisma oyster
slate shuttle
#

it for some reason points to line 109

past sun
#

Line 113, missing semicolon (config requires ; even if it is last line before })

slate shuttle
#

action = " _this spawn DAZ_BCM_fnc_mdp_elec;" this one?

past sun
#

yep

prisma oyster
#

;";*

#

;-;

#

;_;

#

TT_TT

past sun
#

We need an admin here, there is a spammer here

prisma oyster
#

yeah!

#

wait what

slate shuttle
#

just tried it now

#

still the same issue

#

now I have ;";

past sun
#

aand whats the new error?

slate shuttle
#

nothing

#

just the same thing

past sun
#

Are you sure, you did not forget saving the file before testing again? If so, post your fixed code.

slate shuttle
prisma oyster
#

who indents like that

past sun
#

villains

slate shuttle
#

the french

prisma oyster
#

must be a fake French then

past sun
#

so rpt posts exact same thing?

slate shuttle
#

yep

prisma oyster
#

did you reload the mission?

slate shuttle
#

Yes

past sun
#

One part of me wants to trust you, a bigger part of mine wants another rpt posted

slate shuttle
#

you see, I am more than willing to give that

#

one sec

past sun
#

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)

slate shuttle
#

oh okl

#

How do I fix that one?

past sun
#

That error is coming from somewhere else as I guessed

#

You see, there is no more that line I mentioned above.

prisma oyster
#

now it's
"missing )"

past sun
#

Nor had it made any sense considering the amount of }}}}

prisma oyster
#
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 )
past sun
#

How many codes do you have?

slate shuttle
#

codes? functions?

past sun
#

actually nvm, it doesnt give a position so I assume it is spawned(?) code or event handler code

prisma oyster
past sun
#

if it had been cfgFunctions, wouldnt it give position?

#

who writes cfgFunctions for missions anyways meh

#

apart from you

prisma oyster
#

weeell

past sun
slate shuttle
#

I have about 13 i have written myself

#

and the french (Canadians) have written about 13 files as well. which i have... touched.

past sun
#

well, try to find a code that has like };};};}; Id say then ofc with any space/newline count between em as in error

#

¯_(ツ)_/¯

prisma oyster
#

so… if it worked before and not after your edits, don't blame the French 😛

slate shuttle
#

Hey, I am fixing up the indents now.

vivid wren
#

Is there a way to get the visual of a damaged plane without the performance impact or dieing\exploading? Triggered via trigger

dreamy pagoda
#

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

prisma oyster
supple lava
#

how to get a wepon path(get a path where the player is sitting)?

supple lava
prisma oyster
supple lava
#

(sorry if its in a wrong channel, didnt know where does it fit)

prisma oyster
supple lava
supple lava
#

i think, idk

#

no worries, ill figure it out myself, tnx for ur help

vivid wren
#

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

slate shuttle
#

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?

prisma oyster
slate shuttle
#

it was a mod problem

prisma oyster
#

okay!

#

tell them to fix it then 😄

spring pulsar
jovial robin
#
_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..
prisma oyster
#

nope, side works fine

#

use pushBack, too

plain gale
#

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}];
``` ![notlikemeow](https://cdn.discordapp.com/emojis/700311897937018890.webp?size=128 "notlikemeow")
prisma oyster
#
private _sortedUnits = createHashmapFromArray [
  [blufor, [[], []]],
  [opfor,  [[], []]]
];
{
  private _array = _sortedUnits get side _x;
  _array select (isPlayer _x) pushBack _x;
} forEach allUnits;
plain gale
#

nah, that sucks (my code*)

prisma oyster
#

fixed mine :3

plain gale
#

[allPlayers select {side _x == east}, ..., ...] that's probably even faster

#

given that there are usually way more units than players

prisma oyster
#

yeah, most likely for players
but maybe he needs AI too so allUnits it is?

also, this can change with time @jovial robin 👀

plain gale
#

array select (isPlayer _x) pushBack _x; Curly brackets? @prisma oyster

#

nvm

plain gale
#

I am hungry, can't think.

prisma oyster
#

ah 😄

#

hi hungry, I'm dad!

#

bon appétit ^^

jovial robin
#

yep... grab all the units, and depending of some booleans here and there, apply to the units of an array in _sortedUnits

prisma oyster
#

also, if someone dis/connects you have to redo it

jovial robin
#

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

jovial robin
dim kindle
#

How would one animate a dead body

past sun
past sun
dim kindle
#

Sad

past sun
dim kindle
#

Me when no normal looking dead nato WAH

past sun
dim kindle
#

Use a static animation on a dead guy MafiaHD2

wind gull
#

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)

past sun
dim kindle
#

The dead guy wont be killed on screen

#

So would i do

potent plinth
#

do it in real life

dim kindle
#

this unit setDamage 1;

dim kindle
past sun
dim kindle
#

Ill go back to the ww2 german cemetery

#

I went to one today

#

Its like 500m from my house

potent plinth
#

lucky

dim kindle
#

Really overgrown and shiy

#

Most people were born 1800s/early 1900s

#

Died during or story after the war

prisma oyster
wind gull
past sun
vestal perch
#

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"

polar flare
#

Tinkering at is finest right there.

spring pulsar
#

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; }

wind raptor
#

Inside the script itself, yes, outside the script only through setting a global variable from inside the script I suppose.

echo sparrow
wind raptor
reef lintel
#

so where do i find out what hitPart selection is what?

#

is there a viewer or sth similiar?

cloud moss
prisma oyster
#

getAllHitPointsDamage can help too

reef lintel
#

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

prisma oyster
#

use the "HandleDamage" EH

reef lintel
#

and then set the applied damage to zero?

prisma oyster
#

yes; you can override the damage value

#

but note it is not the applied damage value, it is the selection's final damage

reef lintel
#

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 😄

prisma oyster
#

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

reef lintel
#

lol

potent plinth
#

is there a wa to make units not walk or rotate?

prisma oyster
potent plinth
#

thank good sire

potent plinth
prisma oyster
#

try theUnit stop true then ^^

#

they won't rotate, anything
they might shoot if you are straight in front of them, that's it

potent plinth
#

i put it into the individual soldiers init "Lou"

prisma oyster
#

that's what I wanted to provide at first, but I mixed them

potent plinth
#

i forgot the ;BruhLG

tender mortar
#

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

dim kindle
#

How to i set altitude for markers?

prisma oyster
spring pulsar
meager kayak
#

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 ?

prisma oyster
#

setHitPointDamage, but there is no such thing as left arm right leg in vanilla Arma

last aurora
#

iirc only ACE has a system that can do such stuff. not sure tho

meager kayak
#

i do use ace

#

but i found the screen where i can set damage to body part but it seems not working ?

prisma oyster
#

see their doc, I'm afraid that is all there is right now

meager kayak
#

i cant send screenshot here ?

last aurora
#

use imgur pr any other image hoster, then share the link here

cloud sparrow
#

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.

meager kayak
#

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

cloud sparrow
#

function usage is explained in the header which is highlighted in my link.

meager kayak
#

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 ?

prisma oyster
#

part

#
[theUnitToDamage, 0.8, "rightLeg", "bullet"] call ACE_medical_fnc_addDamageToUnit
meager kayak
#

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

round dagger
#

Question, How do I edit the selectable loadouts when you go to spawn in?

supple rampart
#

Is it possible to make a single player mission? If so, how?

polar flare
#

Yeah

#

You make it in Eden just like you do with a multiplayer one.

#

You just save it as a singleplayer mission file instead.

round dagger
#

Now, someone tell me how to make a king of the hill multiplayer mission

#

or send a guide/video

#

cause i cannot find shit

last aurora
#

how much time do you have?
@round dagger

round dagger
#

till im sleep deprived

last aurora
#

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

round dagger
#

MY limit will be 2 AM EST

#

aw shit

last aurora
#

sorry ¯_(ツ)_/¯

round dagger
#

can i pay someone to code that part

last aurora
#

you can try. but it will be expensive

round dagger
#

fuck

#

can I get prescripted KOTH missions?

last aurora
#

nope. KOTH is obfuscated and afaik the code is not available

round dagger
#

is KOTH just in general one of the harder things to script?

last aurora
#

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 😄

round dagger
#

so for a fucck wit like me, how long will it take to learn and make a complete KOTH mission?

last aurora
#

hmm...
do you have any previous code experience?

round dagger
#

no

last aurora
#

then maaaaaany full moons

round dagger
#

ok

#

ill turn that into 5 hours

round dagger
#

timer starts now, ill let you know if I commited suicide

supple rampart
#

How do I just make a simple battle with eden

last aurora
#

@supple rampart
you mean like two groups fighting each other?

supple rampart
#

Yeah

#

Maybe throw in a fort or smth

last aurora
#

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

round dagger
#

@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

last aurora
#

use an image hoster like imgur and share the link here

round dagger
#

aigh

#

@last aurora

#

how do I change those loadouts

#

or do I need to study every code in the universe to change that

last aurora
#

oh wait...

#

you mean in this very mission?

#

the escape mission?

round dagger
#

no

#

i mean in general

#

i jjust used escape aas and example

last aurora
#

ok, the link i posted about loadouts and respawn is what you need

round dagger
#

but like what, it seems like there are multiple things they are talking bout

last aurora
#

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

supple rampart
last aurora
#

you can access the eden editor tutorials by clicking on the tutor hat in the top right corner

#

why you need is waypoints

supple rampart
#

Ahh, didn’t see the tutorial

supple rampart
#

Thanks man, I just bought the game and people on discord and the internet have been very helpful

last aurora
#

👍

hardy solstice
#

Can you make an object simple even if the editor extension Alt S doesn't allow it?

wind raptor
edgy totem
#

Anyone know what the "Mission" module does? It's in the Modules > Strategic category in eden editor.

edgy totem
#

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"

prisma oyster
#

StrategicMapMission

#

@edgy totem

edgy totem
#

Yes, that one.

prisma oyster
#

it just defines a mission for the Strategic Map

dark ember
supple rampart
#

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

supple rampart
#

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?

prisma oyster
#

Waypoints?

supple rampart
visual frost
#

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

paper cipher
#

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?

past sun
visual frost
visual frost
paper cipher
#

does single AI drive the truck ok?

past sun
#

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.

visual frost
past sun
#

Any mods? If not, requires debugging to further discuss.

visual frost
visual frost
past sun
#

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.

visual frost
#

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

plain gale
#

Issue is certainly not caused by 3den Enhanced since I do not tinker with waypoints.

peak pebble
#

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.

past sun
plain gale
#

More terms and conditions? Isn't it enough that I have already sold my soul to the sqf-devil notlikemeowcry

past sun
#

No. meowhuh

dim kindle
#

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.

scenic shale
#

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

paper cipher
#

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.

paper cipher
scenic shale
#

ehh I guess that works

paper cipher
#

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 🙂

scenic shale
#

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

cloud sparrow
paper cipher
#

thanks veteran29, works great.

sacred flare
#

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

supple rampart
#

How do I make a circular area marker?

reef lintel
#

markers->area and then double click and make it a circle

sacred flare
old smelt
#

What do you guys use to unpack PBO's?

sacred flare
paper cipher
#

Mikero's tools extractpbo.

old smelt
#

Thanks

dreamy raptor
#

BankRev that comes with the Arma tools

last aurora
#

Opening it in notepad and rewriting line by line

#

😆

late zephyr
sacred flare
woven rune
#

how do i make a Zeus sandbox scenario? keep on getting errors and not working how im trying to get it to work

small patrol
#

What error?

woven rune
#

imma try no mods outside of the map

woven rune
drifting hamlet
#

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.

reef lintel
#

Place a marker and call it "respawn_west"

silver heron
#

Is there a way to take the equipment storage tab from a supply box and import it to the limited ace arsenal equipment section?

plain gale
round dagger
#

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.

round dagger
#

like in the eden editor when you go to test it out