#arma3_editor
1 messages · Page 54 of 1
how would I unlock?
if you don't know that, it is most likely not locked
Is there any info on how to actually place a dynamic airport in the eden editor?
https://community.bistudio.com/wiki/Arma_3:_Dynamic_Airport_Configuration this talks about placing an object in 3den but I don't understand what it means
is this only possible if you create an addon?
figured it out, run ```create3DENEntity ["Object", "AirportBase",
screenToWorld [0.5, 0.5] vectorAdd [random 50 - 25, random 50 - 25, 0]];``` in the debug console in the editor
does anyone know an easy way to count all blufor and opfor units in an area, and output a signal dependant on if there are more of one or the other present
or if there's an easier way to do it even
marker area check. something like count (units EAST inAreaArray "myMarker") == 0 which returns true once there are no opfor in the marker area.
I'm more looking to make a simplified version of KOTH, so I expect there to be several active players in the area, and the group with the most present win
What is the UAV terminal that looks like a trailer? When placed in the editor, it has a box with a drone icon inside of it?
Triggers have a "controlled by" setting Which counts which faction has more players in the trigger and also factors stuff like having Tanks
help needed please
my textures arnt coming in game...
2 different screens.
taken an image at 2048x2048. converted it to paa. and input the file path in the objects texture box.
still nothing
im really new to making ops. this is only my second one .
in my first one all i had to type was \images\tv.paa
and it worked.
but in this op its not working .
fixed
absolute path
thankyou lou
its worked as absolute.
On your PC.

is your image paa and not png? so far I see you can open it with photoshop, that's it (and there is a PS plugin too)
Or remove the folder images and just drop it in the root then just type filename.paa in the field
okay
ill try
i think thats fixed it
thankyou
yep
three screens all textured
noice
most likely, the game already loaded and kept a wrong texture in memory
maybe yeah
Yep I've had it happen before had to restart game for it to clear itself
I deleted prop and file and it still wanted the file
only a restart or a file rename can fix that; once the game has loaded a texture, it won't release it (until maybe Eden restart/world change)
cool
I'm trying to make it so when a player lands a heli, it activates a trigger so the player can then hit 001/002 etc and do the radio alpha command which would then make the ai climb into their helicopter
but i cant seem to get it set up right
https://imgur.com/a/Glu9Qth this is how ive got it set up atm
i've tried putting the trigger as the activation thing of the get in nearest waypoint but it didnt seem to work then either
declare them into e.g CfgSounds
if you have 5 mins could you do a quick step by step? sorry for asking but im new and really want to make this op good for our unit
it's fine, https://community.bistudio.com/wiki/Description.ext#CfgSounds describes it well 😉
of course we are still here to help in the process if needed
yes, or it should be listed directly into "Trigger: Effects" too
your call, one or the other 🙂
okay ill try it 😛
and just put the sound file in the mission folder the same as images right
what does arma play (file type)
wav, ogg & wss
thanks
Or would it be better to try and use some kinda script
audio works a treat using this
class CfgSounds
{
sounds[] = {};
class intensemusic
{
//how the sound is refferd to in the game
name = "intensemusic";
//filename volume and pitch levels
sound[] = {"sound\intensemusic.ogg", 1,1};
//subtitle delay in seconds, subtitle text
titles[] = {};
};
};
what if i want to have multiple custom sounds.
do i just copy that and paste it below and rename accordingl
only the class intensemusic { } part but yes
also, if it is a music, it is recommended to see CfgMusic
its not its just sounds mate.
am i okay to string them together then one above the other and just rename them accordingly
Anyway to turn off the crosshair ingame in the eden editor or is there a script?
I am not sure to get the question?
yes, see showHUD on the wiki
yes 😁
thanks
is this okay?
2 custom sounds on the same description.ext. for 2 seperate triggers
as I said, no
you should duplicate
only the
class intensemusic { }
part
i dont understand im trying to learn sorry...
np, one sec
https://community.bistudio.com/wiki/Description.ext#CfgSounds has an example on how to declare multiple sounds 👀
e.g wolf1, playerIsHurt and AnotherSound
make proper tabulations, and you will see some are missing 😉
e.g```cpp
class CfgSounds
{
class sound1
{
// ...
};
class sound2
{
// ...
};
// ?
this is well above my head lol
really confusing me.
trying desperateley to learn.
but i just dont understand
like this
now my first sound isnt working
you didn't change a thing
ah wait, the class welcomesas indent
none will work, yeah
you did not close CfgSounds
@obsidian moon https://www.youtube.com/watch?v=KQeOucehNUE&t=4s&ab_channel=Ruthless this seems like what you're looking for
every { needs a }
yeah im lost lou lol
Hi Lost Lou lol, here's our dad 
To add something what Lou said, every { needs a }; basically, semicolon is important too
not with such indent zomg the monster 
use tabs, not spaces 😉
(the key above Caps Lock)
wait till you see my notepad scripting 
ah got it
yes its working now 2 sounds 🙂 2 triggers thankyou
w00t!
https://imgur.com/a/gVaZuNR does anyone know what im doing wrong? tryna make it so when a player lands the AI get in the heli
Dad's great
use waypoints?
yerp ive tried with just a get in nearest but the ai refuse to play ball
no joy doing that either it seems
im trying to make it so players will fly multiple heli sorties to evacuate the AI
Transport load? Sync with move waypoint "set waypoint activation" with the helis waypoint
then place the waypoint with get in near the heli waypoint transport load
I have used that method all the time
Once the heli reaches the waypoint It activates the get in waypoint and it lands
I hate mobiles its hard to explain
https://imgur.com/a/XUgHM2m like this?
multiple heli sorties
will need scripting I'm afraid
couldnt find a transport load waypoint so used load
https://community.bistudio.com/wiki/Waypoints for all kinds of weapon
waypoints only allow you to do so in a specified order
Yea give that a whirl
Place invis helipad at the site the AI love those
Then transport unload for the heli at the next destination and repeat
didnt seem to work
Who is the team leader you or ai
You need to order the ai to get Into the heli as it hovers then it lands!
ai are ground team i am pilot
in this mission
Someone was doing near enough the same thing in terms of syncing get in with transport load
Hi i have another problem i cant solve, i use the Alive civilian modules, and no civilian spawn
I check the tutorial and everything but it still doesnt work, any idea what can it be ?
damn haha
Can someone help
What waypoint do I use to have a group whos in a vehicle drive to a location and then everyone including the driver gets out
I tried the get out waypoint but now they wont even move on mission start
Theyre all in the same AI group including the driver
For some reason it only seems to work if i have 1 person from the group outside of the vehicle on mission start and then the leader tells them to get in and they actually go to the move waypoint and all get out
But if everyone is in the vehicle on mission start they dont move ever
Forcefully eject them when they reach their destination 
Does the guard waypoint make AI inside the trigger zone patrol around or do they just stand in the center and not move
I dont even get the point of gaurd waypoints it seems to just make AI go out of the gaurd zone and attack enemies anyone spots nearby
I guess its cool if you want AI to to out and attack anyone near it but not for actually gaurding the spot
that's their meaning: if enemies are spotted in that area, reinforcements arrive
Shouldnt it be called reinforcement then
Guard is linked with the trigger "guarded by..." feature but can be used on its own as a waypoint
Shown in this video https://youtu.be/S-nQgme7hUI
that it is misnamed or doesn't do what you expect it to do, I cannot deny
but they do have a point
It would be nice if they had a simple defend waypoint where they would walk around the radius of it but not leave to go engage
But i have CUPs defend module for that
I believe either GUARD or HOLD waypoint used to do that like waaaaay in past... I remember a waypoint was actually making units patrol around and man up static weaponry etc.
Hmm i know VCOM makes units do stuff like that
what I mention was 100% vanilla
also the reason it is guard and not reinforcements is because reinforcements would mean "units that come later" etc.
Ya but they do that
Or like its meant to be set to that way
Any squad with a gaurd waypoint comes to reinforce any guard zone if the original squad dies
And the AI will automatically prioritize, which is cool
But theres gaps where they leave the zone undefended, i think with guard the people assigned to the zone should stay inside it or atleast very close by
It is just a waypoint to automatically balance guards in areas meant to be guarded
no need to overthink really
anyways, it is named like that, it wont change I guarantee you ^^
Oh i know
Just wish we had an alternative
Or they expanded upon the options a bit without scripting
guard waypoint does not need a trigger, it can be used to keep groups as "quick reaction forces", when fight breaks out somewhere guard waypoint group(s) eventually come to investigate/help. its awesome waypoint to add randomness to your missions.
@dim kindle to see Arma 3 animals (sheep, dogs etc) use the animal module in the editor 😉
Is it possible to have lamps or other light sources placed by me emit light while in the editor?
i think this is only possible when you "play" the mission
yes, you will have to enable their simulation though
ye rly
unfortunately, if you delete it the light will remain (for this editor session only though)
for f sake...
and i was placing stuff down, hitting play after each minimal adjustment
{ _x enableSimulation true } forEach (get3DENSelected "" select 0);
run this in the console after selecting stuffz 😉
as it turns out, having thousands of hours in arma means nothing. one can learn something new every day 😄
Arma'd once again 😄
Thx for the reply, I think i'm onto something but I might be messing it up, that line goes into the objects init correct?
no, you put it in the console and run it
but maybe I messed it up, hehe
and they make me start Arma @ 2am
on it 😄
ohhhhh i understand lol, thanks for your help!
nvm, i got it working
gniii I didn't even reach the editor 😄
haha, whoops
so algud?
algud!
all good
(excuse him, he's french 😛 )
no amount of excuse will solve that 😭
white flags did in the past 🤣
as long as my dating profile doesn't raise red flags 😏
being French? hell yeah 😎
disclaimer: just not in France though
Hello
Just to be sure
if i make a scenario with only RHS and CUP mod but i place an Arsenal
you download the scenario with your friend
If you have a mod like " IRISH ARMY "
you still can use the irish stuff if you are going in the arsenal even if i didnt have that mod when i made the scenario, right ?
anyone who wants to play the mission needs exactly the same mods as when you where building that mission
Is there a way to attach a tank to a helicopter?
Yes. attachTo
What?
I have realized I have no right to be trying to connect a apex predator of the ground with the heart of the sky. This is beyond me
I believe I'm not understanding what you said because ain't an English speaker so not good to understand your idiom but better to try to learn and understand first. That's what I've done in like 8.5 years ago
It's one of the easiest command to learn and use
expanded animal module😳
How can i add limited respanws per player,so if they respanw 3 times,they are sended to the expectator mod (and this can be overwrited by a zeus)
am i right that theres no way to change surfaceTexture at a given point without creating a "new" version of the map? like theres no way to change texture with scripting right?
not terrain textures no
you can count the respawns in a variable and count on respawn and compare to your desired value.
okay thx :S 😄 would be nice to give altis a more green look 😄
didn't understoof anything,do you mean doing a counter of respanws for each player,and then make a detector for the desired number?
I have qns, when I play the scenario some of my troops dismount from the truck even tho I not the driver
I have more questions:
- who is the driver?
- are the dismounting people all under your command (in the command bar)?
- is the truck under fire?
- do you use mods?
@rotund verge ↑
The AI is the driver
I am not in command
Truck is perfectly fine
I have some mods
are there AI mods in there 👀
can you try and make the smallest repro (reproduction case) for this behaviour?
as in, in VR, drag'n'drop one group in one truck, etc
it might be a waypoint, too
I see, I still unclear about the waypoint , modules etc as
One more thing how to prevent multiple helicopters colliding into one another
I apologise for disturbing
Is it happening right on mission start or ?
don't
Right on mission start
They turn back to vehicle?
No
Is vehicle/squad ordered to go somewhere (any waypoints)?
you might have put a "MOVE" waypoint for the truck, and a "DISEMBARK" waypoint for the group
place a "MOVE" just before the "DISEMBARK" one
Yes to a certain area
because whatever the distance they are from it, they will disembark from their vehicle
I see
But this is a bigger problem for me
I would expect units to go back into vehicle if there is an order to move to a location, the squad probably doesnt know the vehicle is assigned to them then. You may want to start the squad on foot or use assignVehicle.
group them or give them different altitudes - AI is not super great at that
Ok
Ok thanks
Noted
yep and if the reached the number of respawn trigger the script to make them spectator.
resetting the counter variables from zeus would be no problem either
how would that be done,as well,i have little to zero experience with scripting
how to spawn modded car in editor?
vehicle
civilian, BLUFOR, OPFOR or Independent?
im not sure :/
is Ferrari
Use searchbar
the mission im in only shows 12 slot for a player even tho there are two player models to spawn into in-game
how to set blufor team limit to 2
is it possible to spawn weapons as decorative objects? with createSimpleobject and class Name it does not work :S Same as for createVehicle. When i map a weapon in editor i see it uses a3\weapons_f\dummyweapon_single.p3d as shape Name. Can i create a dummyweapon with a specific weapon to show?
you should use the weapon's 3D model yes
okay you mean the .p3d path :S unforunately it has a "fire" at the muzzle and i cant rotate it with setVectorDirAndUp :S so theres no other way to recreate the state of an editor mapped weapon by script?
setVectorDirAndUp works for Simple Object. To hide muzzle flash, hide zasleh via hideSelection command
Hey guys
i would like to make something like this
- Players are going in a village named " AAA ", there is civilians
- they are going somewhere else to extract with a helicopter
- the helicopter is flying above the village "AAA" but THEN, all civilians are dead
what is the best idea for that ?
i was thinking this :
i place civlian on patrol, as a real " npc ", i give them name "civ1, civ2.."
when we arrive at the helicopter, there is a trigger that make " civ1, civ2 setdamage 1.0 "
any better idea ? bc it means i have to set this for every civilian
with foreach: place a trigger on the village AAA, name it trgAAA, activated by civillian, then when the players enter the heli do
{
_x setDamage 1;
} forEach (list trgAAA);
``` this will kill all civillians in the trigger's area
Oh okay i didnt know a trigger can be use as an area like this
i mean, as an " effect area "
yeah scripting makes it all possible
tough the solution I posted is the simplest but might lead to some problems, such as civillians that should not be killed but are in the area of the trigger. empty vehicles might also be considered civillian so they might explode
i think that will work for the use i need, so thanks !
and other question
is it possible to set a trigger, as a trigger for another trigger ?
For exemple
Trigger 1: If opfor present = kill unit1
but trigger 1 exist only if trigger2 is activated
yeah with triggerActivated, so with the first trigger named trg1, trigger 2's condition could be:
this && triggerActivated trg1
thanks mate !!
there's any way to make certain players on a mission to speak chinese or any opfor language instead of murican?
in the Identity from the Atribute,you can choose language
I hate it when once a mission goes epic and smooth, then the next time i run it(while recording) the helicopters collide into each other.
Hey guys is there a way i can get soldiers to paradrop using the C-130 mod from the USAF Pack?
yes (from any vehicle), with #arma3_scripting (unassignVehicle, action)
Thanks, because for some reason i cant use the "transport unload" Command, it works on any other vehicle though
thx @small patrol yeah you were right. I thought there is no effect with setVectorDirAndUp cause position was not the same as mapped in editor. But it seems the reason cause of that is that mapped in editor its created as vehicle with dummyweapon.p3d and not as shape of the weapon itself ^^ so the only thing i need to find out is how to transform the vectordirandup fro dummyweapon.p3d to weaponModel itself
what are modules
ok
though https://community.bistudio.com/wiki/Eden_Editor:_System#Modules might be better.
Hello! I'm working on making a kind of credits scene with a short film of a song, with some photos in the background and the credits in a green colour in which the letters join together to form a word, disappear and others appear to form another word.
I know it's Arma and what I would like to do is a lot of work and I have no idea how to do it, someone who can guide me more or less how to do it?
why replying to me though
Because I've seen you talk about this topic but not specifically what you are looking for.
Sorry if I shouldn't have
see https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting and the #arma3_scripting channel - this is kind of the advanced stuff btw
how can i setup respanw so the player respanws with their gear,but the body stils on where they died before?
Oki thanks😅
One of my vehicle in the convey decide to just stop half way, how to fix that
@rotund verge
that's... well... AI stuff...
best way to have a nice looking and working convoy is, if you use unitCapture
https://www.youtube.com/watch?v=bjNuMUHdZL8
VEHICLES:
Recording (Trigger1):
rec = [heli1,180] spawn BIS_fnc_UnitCapture;
Init.sqf:
wp1 = compile preprocessfile "wp1.sqf" ;
Playback (Trigger2):
rec = [] spawn wp1;
Saving (wp1.sqf):
wp1 =;
[heli1, wp1] spawn BIS_fnc_Unitplay;
===================================
INFANTRY:
https://forums.bistudio.com/forums/topic/175154-functions-unitc...
Ok thanks
I've got a question that I'm pretty sure fits best here (?) Just got back into mission making, and whenever I have a trigger with a present / not present condition, it will trigger as soon as the mission starts up, regardless of the script or whether the condition is actually met. I was wondering whether anyone knew why this was happening, and if so, how to prevent it.
Post the details. How's the settings and conditions?
Any and all triggers using present / not present conditions. Give me a second to boot up Arma and I'll grab some examples
For example, all three of the triggers here occur as soon as the server starts All have different conditions, trigger groups, and scripts. ||https://imgur.com/a/Nv7DVSp ||
If there's anything else I can send, just let me know
It's fine for repeatable triggers, whatever, but when it's one-time events (IE, encouraging AI to fire once friendlies have reached an ambush spot, or moving pathing vehicles in the way of a convoy) it gets frustrating. I'd prefer to just have everything set up in Eden beforehand, rather than deal with it all on the fly as a solo zeus.
Any Mods?
Just tried it in an unmodded environment, didn't trigger. Not sure which mod is causing it, and I'm surprised, but I'll track it down. Thanks!
Alright so I'm making an OP for my unit that'll have somewhere in the neighbourhood of 4500 objects. It'll only be played by a maximum of 12 people at once, and our server can handle 80+ people in close proximity a script-heavy OP with 1000 objects on a regular basis. My question is is it even worth trying? All the objects will have damage and simulation turned off, and simple object turned on
perhaps
I guess my question is more about engine limitations than anything
which aspect(s) of it?
sorry for late reply but i have tried several times, and then my profile voice keeps overriding it
Well can Arma itself handle that many editor placed objects in multiplayer?
fixed it by making spawns to be ''playable'' and not player
From my experience, I've built scenarios with similar objects in the past, it seems to depend greatly on what exactly the objects are. I've got a warehouse with hundreds of small objects on each and every shelf (total about 5,000 assets) with a consistent light source to avoid shadows which ran with zero issues, and I've built a sprawling cityscape with a quarter that number of assets which was virtually unplayable. Don't know if that helps any.
static objects, yes - see a terrain
~~Hello, quick question, if i loop over all the map markers, how can i can the marker name from it so can i can get the pos later on
{} forEach allMapMarkers;
```~~
Nvm im stupid 😆
Thanks for rubber ducking
// Loop over all markers
{
_type = getMarkerType _x;
_color = getMarkerColor _x;
_pos = getMarkerPos _x;
if(_type == "ellipse" && _color == "ColorEAST") then { // Marker is a mission location
_trg setVariable ["marker_name", _x, true];
_trg = createTrigger ["EmptyDetector", _pos];
_trg setTriggerArea [150, 150, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "systemChat 'Mission Activated'", ""];
};
} forEach allMapMarkers;
Oke so this seems to be working where when i walk into the area i got a notification, but what i also want to happen is make another trigger when that trigger is activated based on the marker_name , can anyone help me with that? 🤔
I, huh, would recommend using marker names instead
and use e.g```sqf
private _markers = [];
for "_i" from 0 to 50 do
{
markers pushBack format ["MissionLocation%1", _i];
};
that is, _unless_ you try and grab markers from another system than yours
What im trying to do is just make markers on the map what i think are nice locations so the system grabs those without me having to put them in a array.
based on color and shape
And then once someone walks into that area (trigger) a mission will appear and trigger where if all enemies are dead in that area the mission will succeed.
that's… risky to base yourself on that
so simply create a marker, name it BLACKSHADOW_missionMarker_0 and copy/pasting it will name the next ones as BLACKSHADOW_missionMarker_1, BLACKSHADOW_missionMarker_2 etc
_markers = ['missionMarker_0', 'missionMarker_1'];
{
_pos = getMarkerPos _x;
_trg setVariable ["marker_name", _x, true];
_trg = createTrigger ["EmptyDetector", _pos];
_trg setTriggerArea [150, 150, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "systemChat 'Mission Activated'", ""];
} forEach _markers;
Gotcha
Now the tricky part
a trigger in a trigger xD
God damn i want gifs too
Once the WEST side walks into that area a task should spawn and a trigger that checks if enemies are still in area if not mission is completed.
This was my plan:
- Random mission locations on the map with triggers
- Trigger activates when player/west gets close to the area, this spawns all the enemies. (to save performance)
- Create a new trigger and task for killing enemies
- Profit
resource-wise I wonder if you can refurbish the trigger by script to re-use it for that
PS: why use triggers when you can use inAreaArray, as you know some #arma3_scripting ? 😉
But how often will that check?
your call! a trigger by default checks every 0.5s (more or less)
The thing is i made this before with a trigger, couple months back but i lost it all. 
well, you can use a trigger if wanted ofc
if you are more at ease with it
I mean what ever is best and more efficient.
All i really want to is make a simple CQB missions script for friends
bestbestbest = scripting
That we can run locally and doesnt kill my pc
Thats why i want AI to spawn only when getting closer so its doesnt take much resources.
IMO
triggers are good for Eden's edition,
while scripting is perfect for fine-tuning everything you want - takes more time, but is cleaner
you could use Dynamic Simulation, or simply hide/show them indeed yes
Btw its been a while but does this even work:
_trg setVariable ["marker_name", _x, true];
https://community.bistudio.com/wiki/setVariable seems to not be against it
buuut… why global though
Well the marker_name needs to be accessed some how so i can remove it later on
Trigger 1 Activates: Creates another trigger and task (Removes the marker)
yeah no, I think you are losing yourself between local, global, triggers, tasks etc

the marker_name needs to be accessed somehow
no need to make it public (a.k.a send it across the network) as only the server should deal with it
_trigger setVariable ["BLKSW_markerName", _x];
ah the 3rd parameters is for global
I see
{
_pos = getMarkerPos _x;
_trg setVariable ["markerName", _x];
_trg = createTrigger ["EmptyDetector", _pos];
_trg setTriggerArea [150, 150, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "
// Get the markerName here and remove it
", ""];
} forEach _markers;
Would i just be able to grab the variable and remove it. 🤔
I am not sure what you mean here
_this vs thisTrigger vs this
_mrk = <HERE> getVariable 'markerName';
Inside the statements 🤔
thisTrigger
Weird, must be doing something wrong. Seems its not getting the markerName
// Get all mission map markers placed in eden editor
_markers = ['missionMarker_0', 'missionMarker_1'];
{
_pos = getMarkerPos _x;
_trg setVariable ["markerName", _x];
_trg = createTrigger ["EmptyDetector", _pos];
_trg setTriggerArea [150, 150, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "
_mrk = thisTrigger getVariable 'markerName';
systemChat _mrk;
systemChat 'Triggered';
", ""];
} forEach _markers;
Its triggering (getting the triggered message) but not the marker var
try this?```sqf
systemChat str allVariables thisTrigger;
sooo maybe triggers can't receive variables.

do you?
_trg setVariable ["markerName", _x];
_trg = createTrigger ["EmptyDetector", _pos];
@mellow halo ↑ 😄
insert *hammer bonk* 😋
is there a way i can remove the bullet holes/ markings off of an object with a script or module?
nope
(unless delete/create w/ same params)
how could i do that efficiently, with many different targets?
// Get all mission map markers placed in eden editor
_markers = ['missionMarker_0', 'missionMarker_1', 'missionMarker_2', 'missionMarker_3', 'missionMarker_4', 'missionMarker_5'];
{
_pos = getMarkerPos _x;
_trg = createTrigger ["EmptyDetector", _pos];
_trg setVariable ["markerName", _x];
_trg setTriggerArea [1000, 1000, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "
_mrk = thisTrigger getVariable 'markerName';
_mrkPos = getMarkerPos _mrk;
[west, format['task_%1', _mrk], ['Eliminate all enemies in the area', 'Secure the area'], _mrkPos ,1, 2, true] call BIS_fnc_taskCreate;
['task1','attack'] call BIS_fnc_taskSetType;
deleteMarker _mrk;
", ""];
} forEach _markers;
Alright so i got this working nicely, i walk inside a 1km radius and the mission activates and the marker is gone.
Now i need to find a way to make another trigger when the other trigger is activated 
I should probably make the createMission a seperate function 🤔
typical dev answer - out of topic and criticising something else```sqf
private _markers = [];
for "_i" from 0 to 5 do
{
markers pushBack format ["missionMarker%1", _i];
};
Now i need to find a way to make another trigger when the other trigger is activated
you could re-use the trigger
I should probably make the createMission a seperate function 🤔
yes (and don't forget to clean up after yourself)
That would break it for some reason
Like removing dead ai 😄 ?
that, if you want
deleting useless trigger, too
Think you missed the format
😄
Tell me what you think so far:
// Mission markers
private _markers = [];
for "_i" from 0 to 5 do
{
_markers pushBack format["missionMarker_%1", _i];
};
{
_pos = getMarkerPos _x;
_trg = createTrigger ["EmptyDetector", _pos];
_trg setVariable ["markerName", _x];
_trg setTriggerArea [1000, 1000, 0, false];
_trg setTriggerActivation ["WEST", "PRESENT", false];
_trg setTriggerStatements ["this", "
_mrk = thisTrigger getVariable 'markerName';
_mrkPos = getMarkerPos _mrk;
[_mrkPos, _mrk] call createMission;
deleteMarker _mrk;
", ""];
} forEach _markers;
createMission = {
params['_pos', '_mrk'];
_taskName = format['task_%1', _mrk];
[west, _taskName, ['Eliminate all enemies in the area', 'Secure the area'], _mrkPos ,1, 2, true] call BIS_fnc_taskCreate;
[_taskName,'attack'] call BIS_fnc_taskSetType;
_trg2 = createTrigger ["EmptyDetector", _pos];
_trg2 setVariable ["taskName", _taskName];
_trg2 setTriggerArea [200, 200, 0, false];
_trg2 setTriggerActivation ["EAST", "NOT PRESENT", false];
_trg2 setTriggerStatements ["this", "
_taskName = thisTrigger getVariable 'taskName';
[_taskName,'SUCCEEDED'] call BIS_fnc_taskSetState;
", ""];
}
…ever heard of our lord and saviour CfgFunctions?
hahah
i knew you where gonna say that
I do a little
not much
i will probably move everything like that but just wanna get some basics working for now clean it up after xD
Code seems to work fine, just placed 1 AI manually and shot him and it triggered, task completed
Just need remove trigger on completion and add the AI with script.
What was the function to change the walk speed on units 🤔
forceWalk, limitSpeed, etc?
setSpeedMode?
setBehaviour them
ah yea thats it
_waypoint2 = _group addWaypoint[[_pos, 15, 40, 3, 0, 20, 0] call BIS_fnc_findSafePos, 0];
_waypoint2 setWayPointType "loiter";
[_group, 2] setWaypointLoiterRadius 120;
Im trying to make them walk around to random spots back and forth but seems like they walk to one spot and then stop, i thought loiter was some sort of cycle.
for helicopters and airplanes
yup
Btw, do you work for Bohemia on arma 😄 ?
I work for Bohemia, not on Arma
I document Enfusion, and I do some Arma 3 wiki mostly on my free time 🙂
cool
when I am done documenting Arma 3 😂
lol xD
Got my first part of mission code ready:
createMission = {
params['_pos', '_mrk'];
// Unit types
_units = ['CUP_O_TK_INS_Soldier_TL', 'CUP_O_TK_INS_Soldier', 'CUP_O_TK_INS_Soldier_MG', 'CUP_O_TK_INS_Soldier_AR'];
// Create task
_taskName = format['task_%1', _mrk];
[west, _taskName, ['Eliminate all enemies in the area', 'Secure the area'], _mrkPos ,1, 2, true] call BIS_fnc_taskCreate;
[_taskName,'attack'] call BIS_fnc_taskSetType;
// Spawn enemies
for "_i" from 0 to 4 do {
_group = createGroup east;
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_group createUnit [selectRandom _units, _pos, [], 0, "NONE"];
_group createUnit [selectRandom _units, _pos, [], 0, "NONE"];
_group createUnit [selectRandom _units, _pos, [], 0, "NONE"];
_waypoint2 = _group addWaypoint[[_pos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
_waypoint2 setWayPointType "move";
_waypoint3 = _group addWaypoint[[_pos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
_waypoint3 setWayPointType "move";
_waypoint4 = _group addWaypoint[[_pos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
_waypoint4 setWayPointType "cycle";
_group setSpeedMode "LIMITED";
_group setBehaviour "SAFE";
};
// Spawn trigger
_trg2 = createTrigger ["EmptyDetector", _pos];
_trg2 setVariable ["taskName", _taskName];
_trg2 setTriggerArea [200, 200, 0, false];
_trg2 setTriggerActivation ["EAST", "NOT PRESENT", false];
_trg2 setTriggerStatements ["this", "
_taskName = thisTrigger getVariable 'taskName';
[_taskName,'SUCCEEDED'] call BIS_fnc_taskSetState;
", ""];
}
Seems to work nice any comments on it?
wall of code

your waypoints may be all created on the same spot
tell me, what is your goal again?
Spawn the enemies in couple groups (3 units per group) and make them walk around the area in slow walking.
for "_i" from 0 to 315 step 45 do
{
_waypointPos = _centralPos getPos [100, _i];
};
```could help you? 😉
What does this do? Send the in random direction for about 100 meters?
from a central point, have a position on a 100m circle around _centralPos
every 45°
Oh yes
Mmm i fucked up somewhere they all move to same direction xD
for "_i" from 0 to 4 do {
// Create group
_group = createGroup east;
// Position for spawning units
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
// Create units for group
for "_i" from 1 to 3 do {
_group createUnit [selectRandom _units, _pos, [], 0, "NONE"];
};
// Waypoints
for "_i" from 0 to 315 step 45 do {
_waypointPos = _pos getPos [100, _i];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
};
// Group behaviour
_group setSpeedMode "LIMITED";
_group setBehaviour "SAFE";
};
oh wait
Seems to work
don't forget to add another, last waypoint on group's position to "CYCLE"
oh shit yea
But wait, i didnt say what kind of waypoint it was, is default move thats why its working?
yes
for "_i" from 0 to 315 step 45 do {
_waypointPos = _pos getPos [100, _i];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
if(_i == 315) then {
_waypoint setWaypointType "CYCLE";
}
};
is this a nice way to make the last step the cycle ?
not super clean but it works
yes, with a manual getPos @ 0°
otherwise you do an if every waypoint, not ideal but again not really expensive
// Waypoints
for "_i" from 0 to 315 step 45 do {
_waypointPos = _pos getPos [100, _i];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
};
// Add cycle waypoint
_waypointPos = _pos getPos [100, 0];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
_waypoint setWaypointType "CYCLE";
Lets see if its works.
Oke nice seems to be working, only thing that sucks is that the groups that spawn spawn really close to eachother
well, you all spawn them @ the same pos
// Spawn enemies
for "_i" from 0 to 4 do {
// Create group
_group = createGroup east;
// Position for spawning units
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_spawnPos = _pos getPos [60, random 360];
// Create units for group
for "_i" from 1 to 3 do {
_group createUnit [selectRandom _units, _spawnPos, [], 0, "NONE"];
};
// Waypoints
for "_i" from 0 to 315 step 45 do {
_waypointPos = _pos getPos [60, _i];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
};
// Add cycle waypoint
_waypointPos = _pos getPos [60, 0];
_waypoint = _group addWaypoint[[_waypointPos, 15, 70, 0, 0] call BIS_fnc_findSafePos, 0];
_waypoint setWaypointType "CYCLE";
// Group behaviour
_group setSpeedMode "LIMITED";
_group setBehaviour "SAFE";
};
Fixed it
…no?
you define a new position
then you still spawn all the units there 😄
No look:
// Position for spawning units
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_spawnPos = _pos getPos [60, random 360];
only per group
3 units on same location (cuz of group)

I thought you complained about same group's units, mb
oh
Lou, how can i timeout again? I can remember something with spawn {}
[] = spawn {
waitUntil {
sleep 300;
};
};
Seems to cause some problems
I wanna spawn 3 waves of AI but need 5 minutes between them
Full code?
for "_i" from 1 to 3 do {
// Create group
_group = createGroup east;
// Position for spawning units
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_spawnPos = _pos getPos [600, random 360];
// Create units for group
for "_i" from 1 to 10 do {
_group createUnit [selectRandom _units, _spawnPos, [], 0, "NONE"];
};
_waypoint = _group addWaypoint[_pos, 0];
// Wait another 5 minutes (after 3 tries, create trigger and check if east is not in area and complete task
};
3 groups, 10 units each, moving to the task pos (defend mission)
Just sleep 3000?
Then what is this?
#arma3_editor message
?
trash
xd
Indeed it is
Well thats why im asking
Is your question “how it is trash?”
I don't get it
How can i pause/timeout for 5 minutes.
Just sleep 300;?
Nah that wont work inside a function
I remember this before there was issues with it
had to use spawn or something
Yes sleep loves to use spawn but what's the issue? Just spawn the entire function

createMissionDefend = {
params['_pos', '_mrk'];
// Unit types
_units = ['CUP_O_TK_INS_Soldier_TL', 'CUP_O_TK_INS_Soldier', 'CUP_O_TK_INS_Soldier_MG', 'CUP_O_TK_INS_Soldier_AR'];
// Create task
_taskName = format['task_%1', _mrk];
[west, _taskName, ['Prepare for the attack', 'Defend the area'], _mrkPos ,1, 2, true] call BIS_fnc_taskCreate;
[_taskName,'defend'] call BIS_fnc_taskSetType;
// Wait 1 minute and then spawn enemies that attack the area
// Spawn enemies
for "_i" from 1 to 3 do {
// Create group
_group = createGroup east;
// Position for spawning units
_pos = [_pos, 1, 30, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_spawnPos = _pos getPos [600, random 360];
// Create units for group
for "_i" from 1 to 13 do {
_group createUnit [selectRandom _units, _spawnPos, [], 0, "NONE"];
};
// Send units the the area
_waypoint = _group addWaypoint[_pos, 0];
// Wait another 5 minutes (after 3 waves, create trigger and check if EAST is NOT in area and complete task
};
// Spawn trigger
_trg2 = createTrigger ["EmptyDetector", _pos];
_trg2 setVariable ["taskName", _taskName];
_trg2 setTriggerArea [300, 300, 0, false];
_trg2 setTriggerActivation ["EAST", "NOT PRESENT", false];
_trg2 setTriggerStatements ["this", "
_taskName = thisTrigger getVariable 'taskName';
[_taskName,'SUCCEEDED'] call BIS_fnc_taskSetState;
", ""];
}
here

Mmmm
createMissionDefend = {
params['_pos', '_mrk'];
_cd = [_pos, _mrk] spawn {
How can i pass variables in spawn then im bit confused.
Exactly like that
Well you'll also have to do it when you invoke createMissionDefend:
[[1, 2, 3], "My Marker"] spawn createMissionDefend;
Hi! one question, I have a video in the MP mission folder, the video is already converted to .ogv format, what do I have to put in the execution bar of the MP game so that it plays when I want?
I did that now but still _mrk is undefined 🤔
_taskName = format['task_%1', _mrk];
What's that line got to do with it?
Have you had a look at https://community.bistudio.com/wiki/BIS_fnc_playVideo ?
Seems like the 2 parameters i send with it are not working for some reason, do i also need param within the spawn ?
createMissionDefend = {
params['_pos', '_mrk'];
_cd = [_pos, _mrk] spawn {
params['_pos', '_mrk'];
Yep thats seem to be it
Indeed
Seems to be working now nice.
Next time you have a scripting question, please ask in the #arma3_scripting channel 🙂
oh, been talking in here all day sorry xD
I've got a question for those who work with pylon loadouts in Eden Editor; Are there any tools you are missing? Like copying pylons, exporting etc?
someone know why when i try to add this EH to a obj it doesn't get added.
edenObject addEventHandler ["Dragged3DEN", {
params ["_object"];
}];
i run it on the init EH of the vehicle
Probably because the init EH doesn't trigger in Eden Editor.
its a 3DEN EH, it should no?
you could check how the destroyer or aircraft carrier do it
yeah the init EH get triggers bc the rest of the function works. but the "Dragged3DEN" EH doesn't get added to the vehicle or trigger
if (is3DEN) then {
private _preview = createVehicle [_remolqueclassname, [0,0,0]];
systemChat format ["Preview %1",_preview];
_preview addEventHandler ["Dragged3DEN", {
params ["_object"];
systemChat format ["Object %1,",_object];
diag_log format ["Object %1,",_object];
}];
// Enganche
_PointRemolcador = _remolcador selectionPosition "AttachPoint";
_PointRemolque = _preview selectionPosition "AttachPoint";
private _offset = _PointRemolcador vectorDiff _PointRemolque;
_preview attachTo [_remolcador,_offset];
};
class EventHandlers : EventHandlers
{
class FFAA_TOW_Eventhandlers
{
// init = "[(_this select 0)] execvm 'fn_initEnganche.sqf'";
init = "[(_this select 0)] call FFAA_fnc_initEnganche;";
};
};
ye
systemChat format ["Preview %1",_preview];
This works too right?
ye
That's weird
maybe i need to waituntil the vehicle !isNull or idk, when a EH doesnt get added usually its because the object doesnt exist
but the systemchat returns the obj
Yeah, add a small delay
so idk
just try with sleep 0.5 for testing
ohhh
I might know why
you are using createVehicle
use create3DENEntity
Perhaps Eden events don't work on createVehicle objects
How do you actually drag it, vehicles created with createVehicle are not selectable in Eden Editor, aren't they?
that makes sense... im dumb i was dragging the vehicle placed, instead of the created vehicle(that i cant drag and the one that i was placing the EH)
Well, let's hope it works now 🙂
yeah it works, ty R3vo.
Awesome 🙂
just to add to your understanding (or confusion):
if you define a function with
myF = {/*do something*/};
the code inside the bracket is run separately, it doesnt know any variables that are defined in the "mother script" it is spawned from.
so you have to
a. pass the variables into the function ([myVar1,myVar2] spawn myF;) (passed into the _this magic var)
b. give names to the values in the _this var (params ["_myNameForVar1","_myNameForVar2"];)
wat
it doesnt know any variables that are defined in the "mother script" it is called from.
It does
If you call a function, it can see the local variables of its caller
fixed 👀
private _code = { hint _a };
private _a = "hello there";
call _code; // hint "hello there"
[] spawn _code; // _a is not defined
also, params uses underscores 👀 😄
makes sense as it creates privates
I sure hope so or we wrote the doc for nothing 😄
Be careful when touching the privates
I did burst out laughing in an earlier job when I declared ```sqf
private _parts;
this is a christian minecraft discord, please watch you unholy language
oh you touch my tralala
not 90s enough, try again
help, I have a command assigned to a trigger which adds a teleporting button to an object but everytime I walk through the trigger it repeats and stack up, how do i fix this and how to deactivate the teleporting button once teleported?
if it is a trigger then just disable the repeatable checkbox. If the button is added with addAction, then you need to use removeAction: https://community.bistudio.com/wiki/removeAction
oh ok im sorry how do I do the format of the remove action if this is my add action?
call{down addAction ["ENTER CODE TO ENTER FACILITY", "RGteleportout.sqf"];}
@patent thorn you need to assign the return of the command to a variable that can be accessed by whatever scope the removeAction is in. So i'd just do:
enterFacilityCodeAction = down addAction ["ENTER CODE TO ENTER FACILITY", "RGteleportout.sqf"];
publicVariable "enterFacilityCodeAction";
my variables are pretty specific (some may say overly specific), so you can change the name to whatever you want. Your remove action command would be
down removeAction enterFacilityCodeAction;
As a side note, you can bypass the whole getting the return by just using removeAllActions (https://community.bistudio.com/wiki/removeAllActions), but obviously, this cannot be used in every case. That would just look like removeAllActions down;
publicVariable "enterFacilityCodeAction";
Oo
got it thanks!!
silly question. Is there a way to default the editor to always start up in "map mode"?
Legacy editor or what you see if you press M in Eden Editor?
M in the eden editor, its not a big deal just looking to save myself a click each time I open it since I have to jump in and out a bunch testing stuff.
IIRC Eden Editor's preferences had got a checkbox about it?
yup found it 🙂 yay
Hey guys, i got a question. Is there any way to edit a create task, set task, or trigger while in zeus?
It'd make making missions and zeusing them a lot more enjoyable for me
Plz ping me if u have an answer
you can create and set tasks in both. You can only do triggers in eden.
Oh ok
Trying to make an alarm start & repeat using a detected by opfor trigger. Feels like somethng that should be dead simple.
Trying to use this bit of script here: createSoundSource ["Sound_Alarm", position player, [], 0]; but I want to change position player to the location of a loudspeaker object. I named that object speaker but cant get much further. Also would be good if i could increase the radius and volume?
Using ace 3 medical, is there a way I can make certain units use the AI unconscious and prevent instant death. I am putting this in their init but when I test it the unit is still insta dying.
this setVariable ["ace_medical_statemachine_AIUnconsciousness","true"];
this setVariable ["ace_medical_statemachine_fatalInjuriesAI",2];
Am I missing any other variables?
try asking on their Slack, available in #channel_invites_list
Hello, anyways so I’m creating a mission though I want to add in triggered audios and possibly pop ups. Does anyone know of any way to do these or any possible guides,
what are "triggered audios" and "pop ups"?
you can use the hint scripting command for simple information display
e.g hint "This is some text!";
So say for example, you’ve got a player going down a hallways and they hit a trigger. I’d like a custom sound to play when they hit that trigger, like a 3D sound. Also regarding pop ups, kinda like a jump scare?
you can use the trigger's sounds in the Effects section
you can define your own new sound using CfgSounds in description.ext (see the wiki for further details)
pop up, jump scare… a rick roll image in the middle of the screen?
@prisma oyster okay thanks
Kinda, thanks for the idea. 
Hi, i looking someone to help me with my 1st mission, i try to make a paradroop but i want to ai thow away parachute after landing. Anyone help me? I use backpack in chest mod
Hey. Anyone know if there's an inventory item for a laptop, say, as part of the Old Man update, so I can just add a laptop to someone's inventory when they yoink it via addAction?
yes, it exists
see "Laptop_Closed" mayhaps
https://community.bistudio.com/wiki/Arma_3:_CfgMagazines
I had no idea that existed. Lou, I love you.
Uh, brotherly love, of course.
This page and I are going to be such good friends...
How do I make a units text from "Rifleman" to "Some Name"
In 3den editor I would like a specific unit to have a special name when moused over
I changed the Role Description + Name in identity but it does not effect
The name you see when you point at one?
Does anyone know how I can change the name on the dog tag while using Ace3? Editing > Object Identity > Name does not work
Super appreciate the help-am attempting to make a recovery mission and they need a means to identify the body
When checking dogtag - shows Unknown
Any one help?
So you want them to throw away their parachute once they land, and then switch to their backpack automatically?
Acctualy soldiers throw away parachute
But dosent switch backpack from chest to back
AI cannot switch their backpacks from their chest to their back, since the backpack-chest thing is a mod, and it is not in the original game
If that feature was in the original game, then I'm sure there would be a way to do it.
If you really want AI to automatically do what you said, you're gonna have to script your own mod for it
Or ask someone to do it for you
Is there a place where all these types of icons are listed? Maybe even the icons used for objectives?
displayName = $STR_A3_Role_Assault;
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa";```
No, literally every image files can fit there so
so where do i put my arma 3 faction mod?
i put the mod PBO file into its own folder
so is that all?
Excuse me? Elaborate?
i put the mod into its own folder
- What are you looking for?
- How did you got that PBO?
- Where do you put that?
- Did you load it?
hmm
i didtn load it yet
i put it in the addons folder
i got it from the ALIVE mod the PBO when i copy and export the mod
im looking for help to see if it works
- Why?
- Where?
- You shouldn't
- becus i have no idea whether it works
- where what?
- shouldtn what?
i put it in the addons folderWhere addons?i got it from the ALIVE mod the PBO when i copy and export the modWhich is not a recommended more like forbidden act, most likely
in the arma 3 mods addon folder
Where?
let me show you in DM PMs
No thanks
then idk
Can't you just done that in public?
No. Stick here
imgur or just copy and paste the path
There also not a place for third-party pbo
First of all
Why don't you just load ALiVE or whatever its called?
What?
im asking
I am
then what when ive loaded up Alive
You create a dedicate folder for mods somewhere on your PC and make it readable by the launcher
You got ALiVE. Tada
alr
Like c:\mods
E:\mods\@yourmodname\addons
Then go to the launcher and tell it to look for mods in e:\mods also
Damn it...
Hard to markdown on mobile
There is a \ before the @
Is it possible to pull a mission into editor to see how it is built. I want to try recreating a scenario but on a different map
E:\mods@EDF FACTION\addons
done now
What do you mean? Map?
@small patrol i fixed it sorry that message was from my phone doing voice to text. Meant to say mission
So uhh, you want to see a third party mission in Eden Editor?
yes
Do you have the pbo?
yup
Unpack it via some software
Arma 3 tools?
Didn't used for that purpose but should have one
Or, maybe not. IDK. Search for some software
Eliteness is probably the best software?
I wanna re-create dynamic civil war kunduz but on different maps if that make since plus i wanna place stuff to the map like bunkers and hide outs.
Well, so if you got a folder like someMission.Altis, last thing you need to do is just put the folder into the folder where your Eden Editor missions stored
how to select eden editor placed units in zeus? i have this mod, units show up in the editor but when in the zeus interface they wont show up
You must run a scrip so the zeus module can index pre-placed objects
https://forums.bohemia.net/forums/topic/163919-manipulate-preplaced-objects/
@shell storm
Is it possible to manipulate objects placed by hand in the editor, but in-game as Zeus? I primarily want to know for the virtual ammo box system. So if I placed an ammo box in the editor, could I move it around as Zeus? Thanks!
"If you plan to add many units i suggest the use of a trigger. At Trigger Activation choose Anybody or only one side. Past in n the "In Act. Box"
{zeus addCuratorEditableObjects [[_x],true]} forEach thislist
Zeus is the name of the Mastermodul. You can create one big trigger for all units or create several small triggers."
i dont understand, how can i do this?
sorry im a newbie
Oof, that's not the best advice anyways.
For multiplayer missions, I do it by creating a file called initPlayerServer.sqf (the name is important) and placing this code in it:
params ["_player"];
if ("Zeus" in roleDescription _player) then {
private _timeout = time + 60;
waitUntil {sleep 1; !isNull getAssignedCuratorLogic _player || time > _timeout};
getAssignedCuratorLogic _player addCuratorEditableObjects [allUnits + vehicles, false];
};
```Check out https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Script_Files to learn how you can create that file.
To make this code work, the units with Zeus access also need to have the term *Zeus* somewhere in their role description.
@shell storm
read through the posts. i suggest you choose the init.sqf option
or do what ansin11 said 🤣
im trying to make a liberation port but im stuck on the first step lol
https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionbasefiles/kp_liberation_devkit.VR/mission.sqm how the hell do i download this
im following this tutorial https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_Devkit
you have to download the entire repo from github from this link: https://github.com/KillahPotatoes/KP-Liberation there is a green button that says Code:, It opens a dropdown and the last entry is "Download as zip"
ah right thanks
Hey guys I'm currently creating a Halo Warlords map. However I ran into something weird. Whenever I place the Warlords INI module my player character becomes invincible. As soon as I remove it, I can die again. Any ideas? I appreciate your support.
guys is there a way to get vehicles out of landing crafts? Im making an invasion mission rn
can anyone help me? i use 3den enhanced and i cant apply animations to units anymore with ctrl + E. it just dosent function
...It isn't a 3den Enhanced's feature
there's an animation part within the attributes of a unit, scroll down a little and you'll find a list of some frequently used animations
is that the ambient animations menu? that dosent include the animations i wish to use
thats what i do. i just apply the animations with CTRL + E and CTRL + E is not working anymore
...You missed POLPOX's Artwork Supporter
If you're trying to use Artwork Supporter to make a mission, NEVER NEVER do it
thank you i think that is the fix. it seems to have disabled itself. and no i am just making pretty pictures
The view and object distance setting under "environment" are they mission cap settings so clients cannot go beyond that set distance?
If yes, does it also mean ai will not spot people beyond that distance also?
I'm not sure about players, but AI is limited to the server viewdistance
Just a quick question. What % does the VLS ammo need to be at, to ensure only 1 missile can be launched?
100/numberOfMissiles I would say
5.55555555555
18 missiles, hehehe
5 seems to have worked
noice!
can you make it so that ai units will exit a transport when they see contacts
not sure where i'd put this, but i watched a DayZ medic video on adding intel to items. I attempted to put the intel on the item, but when i used the script (it'll be posted below), nothing appeared when i inspected the item.
i named the item "intel1.jpg" and made sure the names matched up, so i don't know what i did wrong
["init", [this, "intel1.jpg", "New shipment came in! - Posted 3 days ago..."]] call BIS_fnc_initLeaflet
there's the script
and there's the doc 😄
https://community.bistudio.com/wiki/BIS_fnc_initLeaflet
ty :D
so it seems like i was missing a semi-colon at the end of the call function, but it didn't do much difference. the intel still doesn't show. other than that, the script seems to line up
gonna try adjusting the image size, because it's a bit small
How can I set up a mission so that when I place a BM-21 artillery platoon, then instantly set up and start firing all the rockets
Simultaneously
so it turns out that my computer deceived me. i changed the file type to a JPG, but for whatever reason it wasn't a true jpg, and still "technically" registered as a PNG.
changing the extension does not convert the file?
for whatever reason, it didn't
i had to go onto a PNG to JPG conversion site to switch it to an actual JPG
very much 
surprising, innit
lmao
"When you change a file's extension, you change the way programs on your computer read the file. The problem is, changing the file extension does not change the file type. In other words, when you change a file's extension, it does not change the way the file is formatted."
i should've read tat
.-.
Is there a way for me to change the side of players when they die and have them spawn as enemies?
Computer use 101
can triggers have more than 1 condition?
im trying to make a trigger with !alive HVT as the condition but also any player present
so trigger will only fire when hvt is dead and players are inside trigger area
for some reason this is not working for me
this (the current trigger's condition) && not alive HVT
or and if you prefer 😛
oh arma is learning lol
if (not alive player and alive enemy) then { hint "this was a surprisingly valid sentence!"; };
so i could have 3 conditions if i wanted to?
this && !alive HVT && triggerActivated bla```
As many as you want, it's just a script like any other script.
thanks!
for example
[qrf1, qrf2, qrf3, qrf4] findIf { units _x findIf { alive _x } != -1 } == -1 && triggerActivated fart1
I have a trigger where i want it to fire when these 4 groups die but only.. if this certain trigger has been activated fart1 lol
sorted it thanks guys omg this saved my day thank you
Why do helicopters not want to land (controlled by AI) even in zeus nothing wants to land
you didn't say please
they won't land unless you tell them to, one way or another
it also depends on mods you may have
Well of course I tell them to land. I have ace for a mod and I've used all landing markers
How can I make it so whenever i place a plane in the sky it just doesnt fall out of the sky when i run the game?
disable its simulation
I need it to follow move way points though
Hm somehow it was only one of the planes that fell out of the sky another worked tho
you may not have a pilot in it
or
you placed it too low (e.g <20m altitude iirc)
is there a way to transfer the state of a scenario in the editor somehow? what i mean is: create a mission in eden; play it for some time greater than zero; then save the current state and open that in eden.
No.
thanks anyway
Anyone here have expirience in the ALiVE ORBAT Unit editor? Cant get it to work.
is it possible to make a king of the hill game in the editor? just wanna play with some friends
Yes. Likely not easy though.
Modding 3den: while it is possible to store arrays as attributes, I suppose it is not the best way as even the Ammobox attribute stores its data as a string?
@cloud moss There is no real harm in storing an attribute as array. It increase the mission.sqm file a bit more than a string but tbh it's neglectable.
The ammobox attribute is different since it can become an incredible huge array.
okay I will be using a string then because it will be similar to an ammobox attribute
Yeah, makes sense
Otherwise each entry in in the array is like 10 lines in the mission.sqm
it also seems that you can not save hashmaps as attributes
Yeah but you could just convert the string -> array -> hashmap and then access the stuff?
that's a lot of conversions, something like
createHashmapFromArray parseSimpleArray _value
array serialization is pretty terrible, even though I already made it alot better in 2.04?
and hashmap is just two arrays basically, though maybe I implemented that a bit more efficiently, or tried to
How can i do a sequenced sector capture setup for PVP
with this i mean that you can select wich sectors are locked for either side untyl another sector is captured,this process being reversible,and aplied to the same capture point
I don't think performance is that much of a concern since the expression is only evaluated at the start of the mission (?)
not performance, size
but yeah. performance not concern, and you can reduce mission size by using a string
will do
@sinful zenith any ideas?
just for help
don't randomly ping people, thank you — and don't up your 30min old post 👀

sorry,dw

and now Dedmen is broken

what may i do with it
stuff
or do get that
my go-to would be scripting
How can i do a sequenced sector capture setup for PVP
with this i mean that you can select wich sectors are locked for either side untyl another sector is captured,this process being reversible,and aplied to the same capture point
That is not a simple quesiton.
The answer to that is dozens maybe a few hundred lines of script
Not a "just place that module"
if nobody replied, nobody knows (unless you want to have 10k+ people saying "IDK")
thougth it could be done via locks,triggers,and unlocks
Yeah, many triggers and not really simple scripts to connect them all.
Atleast nothing one could just explain to you in 10 minutes.
so when a sector is captured,it makes a trigger that unlocks the following one
yeah you can script all that if you know how to script
and if the enemy captures it,it locks it
that's the problem,i have very little idea on how it is coded
or done
I could maybe give you some pointers if you knew how to script.
But I cannot teach you scripting, nor spent an hour or several hours to write it for you
no problem
later may i ask you so you can teach me at least the most basics?
no
by later i mean tomorrow
Yeah no.
I'm not a teacher
Maybe someone else will read this and offer help
thats basically warlords game mode.
modded?
yes
remove the mods
how do you make a ai playable buts if there not chosen they will not be there
more than less
but yes,the capture system would be similar to it
The task module
where it says groups of synchronized units, is that JIP compatible?
basically for MP session.
_activeIdx = 0; //index of active (unlocked) sector
while {true} do {
waitUntil {
sleep 5;
[AllSectors select _activeIdx,west] call My_fnc_isControlledBy;
}
systemChat ("sector " + str _activeIdx + "under control. advance to next sector");
_activeIdx = _activeIdx + 1;
if (_activeIdx > count AllSectors) exitWith {
systemChat "all sectors under control";
}
}
done
i expect payment in the form of bitcoin or canned beer
(no dutch beer tho)
.
first of all,how it works?
and is this is usable to multiple capture points?
or even simpler
what it has to be written as a condition on a trigger so it activates when a sector is captured by a side?
ah i thought we were in scripting channel
its just a basic concept for a script but it needs to be extended to work properly
ok,so it is extendable to the desired number?
if so,you only copypaste?
you need to write a function that can determine if an area if controlled by a certain group.
then you put all your areas into the AllSectors array and the script will start with the first, wait till its complete, and then test the next one
until all have been tested
sorry,cannot understand much because i have very little idea on this
you will need to write code for this. its not possible without
i mean,i think it is possible if you use a trigger that detects wich side caps a sector?
based on that,you could make it so it unlocks certain selected sectors,and locks others for other team
yeah thats possible
i thought on that because it would be more easy for idiots like me that have 0 idea on coding
doing it so a trigger is activaded on a sector if one side picks it
you can watch my tutorial on chained triggers on yt
thats enough for a simple "caputre zone A to unlock zone B" thing
is esactly that
but reversible
and for PVP usage
the issue is that i've not found a guide that it was clear enougth or didn't used scripts
https://www.youtube.com/watch?v=i849xHeifqU&t=277s thats the tutorial
thank you so much
one more question
how do i link a trigger to a capture sector?
the trigger is the sector
how could i set it up
ok,now i have the question,how can i lock a sector so it can't be captured
well,then,how i could i disable a trigger with another trigger
@reef lintel as i've seen you interested,what can we use?
You can use "!(triggerActivated VarnameOfMyTrigger)" to test if a trigger isnt active.
Hmmm
tried other simple way to test it
but for now i have no clue
i would have to disable the trigger from trigering with another trigger
so when you cap a point (aka trigger a trigger),you disable another one,and enable other one else
You add a condition to the trigger, like in the video. And you activate or deactivate that condition with a other trigger
so i would have to use a condition rigth?
Yes, a global variable.
Like "Domino_var1".
Put that into tze trigger condition and only once
"Domino_var1 = true" will the trigger fire
Honestly, its probably easier to pay a dude on fiverr 10 bucks to write it for you than doing it yourself 
Don't have the money,and i prefer to learn this on my onw
And seted it up on a very "modular way"
So i only have to copypaste
And smoothly set un the linkage ro each sector
Have you tried disableSimulation once it is captured?
no because i don't know how you can do it,but i've look it up and seemed to me a good idea
tell me how,and i'll check it
all of my results are going to be placed on a map for all of you
and first of all,can you do it on a trigger?
@past sun ?
Disabling simulation on triggers are stopping conditions from being evaluated, so when the sector is captured, you can simply disableSimulation there.
But I dont know how sectors are working with triggers , so dont know if it would get what you want exactly.
we mean a sector as a trigger sector
aka,a trigger with an area
or idk how to make it
the main idea is to make a capture sector,and lock/unclock mulriple capture sectors based on wich side captured it
I didnt understand what you are trying to do in here, are you using the Sector module or just a Trigger with an area and calling it "Sector", or for some reason u got triggers with sectors combined?
I don't know esactly what to do
The idea is to make capture points,either by sector module,or triggers,on such a way that you can detect which side captured that point,and lock/unlock certains capture points that you setted up to be locked or unlocked,and apllied to a TvT
So i've thougt eiter making triggers for each sector capture module,and lock/unlock capture sectors,or doing a sector trigger with the seice option,and,disable/enable triggers acording to wich one was captured
@past sun that would be my ideas
seizing sectors(trigger created) is already one sided, they cant be captured back iirc.
Oh,they cankot be recaptured,then i have to figure out how to make a trigger that activates when a sector is captured by one side
You would just write whatever you want in activation of that trigger? 
Yes,the problem is that i was looking for what to type in so it does that
But to no avail
So you wanna activate something but you dont know how to activate?
Esact
The trigger condition so it activates once a sector has been captured by a side
Eg:a trigger that detects if blufor captured,another for offord,and other for independent
I'm really new at this
There are 3 factions?
We mean sides
I mean in ur scenario, how many sides are there?
Two
Blufor opfor?
Yup
Based on a trigger by a sector capture module?
I thouth about that,and that would be reversable
So that point can be recapped by the same side?
^
test it.
Ok
as far as i know
that's possible
and it detects wheneaver you are there or not
YOu mean capturing it back?
ah,for that i'm not sure,mb
the problem is how do i reset that trigger if it gets captured
ok
i'll test it
I'll answe tomorrow
Sorry
Any way someone would have some time in the future to help walk me through the mission making end with the scripts and everything? Currently live in Germany so it may be difficult with time zones
ask and we may answer
how do you make a misson only allow certain mods and leave public
Well whenever, I need to stop the use of dcon and sspm it lags our server out like crazy. And we want to run our own mods and nothing else.
Just DM me off for the night.
@past sun now i see that i can do that as i've expected,created a task based on the capture sector for opfor and blufor,if blufor caps,then the game sets the task failed for opfor and succesful for blufor,and the opposite when opfor caps
this being repeatable
now,how do i disable triggers so i can "lock triggers" when another trigger is triggered?
I think you can disable their simulation
syntax for it?
normally you would only allow certain mods via the bikeys files (https://forums.bohemia.net/forums/topic/186219-whitelisting-addons/ and https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Addon_Signatures). Not sure if I understand the "and leave public" part? and what is dcon and sspm?
enableSimulation as I mentioned yesterday, use thisTrigger enableSimulation false; on activation. (Hover over On Activation, confirm trigger is named as thisTrigger)
Hey guys, what is the best way to test the mission we made ?
of course i try everything at the same time as i made them
but i wanna try my mission, is there a way to be immortal? so i can fight the ennemies easily
I think you can possibly disable damage of your playable characters?
Just make sure you reenable it before the live run.
I have the box to "tick" about " getting damage" but when im the player, i still have damage ?
are you using any mods?
How can I make the alarm sound from a trigger last longer?
wich trigger do i select?
or how do i syntax that
ok
figured that out
it works
i'm sure there is simplest way but otherwise, just place 2 o 3 trigger and set them on activation after X seconds, if the alarm is 10sc, then set 1 after 10sc, an the other one after 20sc ?
but apply it into a game,is really tedious
@past sun the basic proccess is made w/ 8 triggers, 2 for being the actual sectors,2 to detect wich side captured it,and four more for disabling sectors when the captured by sector works
i'm really confident that you can do it on a way more eficient way to do it
You want a more efficient method? You go full scripting... if it works it is fine.
Triggers are not efficient unless managed with scripts
the problem is that i have 0 idea on how to do it
let me explain
the setup is done w/ 2 "sector" triggers
welp



