#arma3_editor

1 messages · Page 54 of 1

prisma oyster
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you can
unless you locked the turret

try boarding from the front?

round dagger
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how would I unlock?

prisma oyster
#

if you don't know that, it is most likely not locked

weary bay
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Is there any info on how to actually place a dynamic airport in the eden editor?

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is this only possible if you create an addon?

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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

clever crescent
#

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

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or if there's an easier way to do it even

paper cipher
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marker area check. something like count (units EAST inAreaArray "myMarker") == 0 which returns true once there are no opfor in the marker area.

clever crescent
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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

gritty tulip
#

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?

reef lintel
obsidian moon
#

help needed please

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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.

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still nothing

prisma oyster
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relative mission path?

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or absolute e.g C:\Users\...

obsidian moon
#

im really new to making ops. this is only my second one .

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in my first one all i had to type was \images\tv.paa

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and it worked.

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but in this op its not working .

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fixed

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absolute path

#

thankyou lou

prisma oyster
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don't

#

it should not be absolute

obsidian moon
#

its worked as absolute.

cloud sparrow
#

On your PC.

prisma oyster
obsidian moon
#

okay so how do i fix it for multiplayer unit server

prisma oyster
#

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)

obsidian moon
#

its a paa mate.

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converted from jpg

hardy solstice
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Or remove the folder images and just drop it in the root then just type filename.paa in the field

obsidian moon
#

okay

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ill try

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i think thats fixed it

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thankyou

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yep

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three screens all textured

prisma oyster
#

noice
most likely, the game already loaded and kept a wrong texture in memory

obsidian moon
#

maybe yeah

hardy solstice
prisma oyster
#

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)

obsidian moon
#

cool

dim kindle
#

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

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but i cant seem to get it set up right

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i've tried putting the trigger as the activation thing of the get in nearest waypoint but it didnt seem to work then either

obsidian moon
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1 more question

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how do you import custom sounds into triggers please.

prisma oyster
obsidian moon
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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

prisma oyster
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of course we are still here to help in the process if needed

obsidian moon
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thankyou so much

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here like this?

prisma oyster
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yes, or it should be listed directly into "Trigger: Effects" too
your call, one or the other 🙂

obsidian moon
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okay ill try it 😛

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and just put the sound file in the mission folder the same as images right

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what does arma play (file type)

prisma oyster
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wav, ogg & wss

obsidian moon
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thanks

dim kindle
obsidian moon
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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[] = {};
};
};

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what if i want to have multiple custom sounds.

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do i just copy that and paste it below and rename accordingl

prisma oyster
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only the class intensemusic { } part but yes

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also, if it is a music, it is recommended to see CfgMusic

obsidian moon
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its not its just sounds mate.

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am i okay to string them together then one above the other and just rename them accordingly

round dagger
#

Anyway to turn off the crosshair ingame in the eden editor or is there a script?

prisma oyster
prisma oyster
round dagger
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You know how your weapon has a hip fire crosshair

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when you dont ADS

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oh him

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nvm

prisma oyster
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yes 😁

round dagger
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thanks

obsidian moon
#

is this okay?

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2 custom sounds on the same description.ext. for 2 seperate triggers

prisma oyster
obsidian moon
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i dont understand im trying to learn sorry...

prisma oyster
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np, one sec

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e.g wolf1, playerIsHurt and AnotherSound

obsidian moon
#

okay ill take a look

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like that

prisma oyster
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make proper tabulations, and you will see some are missing 😉

#

e.g```cpp
class CfgSounds
{
class sound1
{
// ...
};
class sound2
{
// ...
};

// ?

obsidian moon
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this is well above my head lol

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really confusing me.

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trying desperateley to learn.

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but i just dont understand

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like this

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now my first sound isnt working

prisma oyster
#

ah wait, the class welcomesas indent

prisma oyster
dim kindle
prisma oyster
#

every { needs a }

obsidian moon
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yeah im lost lou lol

small patrol
#

Hi Lost Lou lol, here's our dad Lou

#

To add something what Lou said, every { needs a }; basically, semicolon is important too

prisma oyster
prisma oyster
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(the key above Caps Lock)

dim kindle
obsidian moon
#

yes its working now 2 sounds 🙂 2 triggers thankyou

prisma oyster
#

w00t!

dim kindle
hardy solstice
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Dad's great

dim kindle
hardy solstice
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Sync get in waypoint with the heli waypoint

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Load

dim kindle
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im trying to make it so players will fly multiple heli sorties to evacuate the AI

hardy solstice
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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

prisma oyster
#

multiple heli sorties
will need scripting I'm afraid

dim kindle
#

couldnt find a transport load waypoint so used load

prisma oyster
prisma oyster
hardy solstice
#

Then transport unload for the heli at the next destination and repeat

hardy solstice
#

Who is the team leader you or ai

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You need to order the ai to get Into the heli as it hovers then it lands!

dim kindle
hardy solstice
meager kayak
#

Hello, how can i make an interraction menu like this ?

meager kayak
#

wooow

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i gonna check that

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thx

meager kayak
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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 ?

prisma oyster
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I am afraid you will have to check their doc

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and/or their Discord/Slack/whatever

meager kayak
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damn haha

hidden quest
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Can someone help

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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

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I tried the get out waypoint but now they wont even move on mission start

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Theyre all in the same AI group including the driver

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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

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But if everyone is in the vehicle on mission start they dont move ever

shrewd wadi
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Forcefully eject them when they reach their destination blobdoggoshruggoogly

hidden quest
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Does the guard waypoint make AI inside the trigger zone patrol around or do they just stand in the center and not move

hidden quest
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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

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I guess its cool if you want AI to to out and attack anyone near it but not for actually gaurding the spot

prisma oyster
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that's their meaning: if enemies are spotted in that area, reinforcements arrive

hidden quest
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Shouldnt it be called reinforcement then

hardy solstice
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Guard is linked with the trigger "guarded by..." feature but can be used on its own as a waypoint

prisma oyster
hardy solstice
#

👀

#

2.06 patch notes:
renamed guard to guard/reinforcements

hidden quest
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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

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But i have CUPs defend module for that

past sun
hidden quest
#

Hmm i know VCOM makes units do stuff like that

past sun
#

what I mention was 100% vanilla

hidden quest
#

Dynamically place statics around

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Hold is just for triggers now i think

past sun
#

also the reason it is guard and not reinforcements is because reinforcements would mean "units that come later" etc.

hidden quest
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Ya but they do that

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Or like its meant to be set to that way

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Any squad with a gaurd waypoint comes to reinforce any guard zone if the original squad dies

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And the AI will automatically prioritize, which is cool

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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

past sun
#

It is just a waypoint to automatically balance guards in areas meant to be guarded

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no need to overthink really

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anyways, it is named like that, it wont change I guarantee you ^^

hidden quest
#

Oh i know

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Just wish we had an alternative

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Or they expanded upon the options a bit without scripting

paper cipher
#

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.

prisma oyster
#

@dim kindle to see Arma 3 animals (sheep, dogs etc) use the animal module in the editor 😉

dim kindle
#

😳

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Doggos

unique drift
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Is it possible to have lamps or other light sources placed by me emit light while in the editor?

last aurora
#

i think this is only possible when you "play" the mission

prisma oyster
last aurora
#

o'rly?

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in editor mode?

prisma oyster
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ye rly

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unfortunately, if you delete it the light will remain (for this editor session only though)

last aurora
#

for f sake...
and i was placing stuff down, hitting play after each minimal adjustment

prisma oyster
#
{ _x enableSimulation true } forEach (get3DENSelected "" select 0);
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run this in the console after selecting stuffz 😉

last aurora
#

as it turns out, having thousands of hours in arma means nothing. one can learn something new every day 😄

prisma oyster
#

Arma'd once again 😄

last aurora
#

and not the last time for sure 😄

#

uhm... doesn't work for me

unique drift
prisma oyster
#

no, you put it in the console and run it
but maybe I messed it up, hehe

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and they make me start Arma @ 2am
on it 😄

unique drift
#

ohhhhh i understand lol, thanks for your help!

last aurora
#

nvm, i got it working

prisma oyster
#

gniii I didn't even reach the editor 😄

unique drift
#

haha, whoops

prisma oyster
#

so algud?

unique drift
#

algud!

last aurora
#

all good
(excuse him, he's french 😛 )

prisma oyster
#

no amount of excuse will solve that 😭

last aurora
#

white flags did in the past 🤣

prisma oyster
#

as long as my dating profile doesn't raise red flags 😏

last aurora
#

lol 😄

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isn't that the whole thing about tinder and co?

prisma oyster
#

being French? hell yeah 😎
disclaimer: just not in France though

meager kayak
#

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 ?

last aurora
#

anyone who wants to play the mission needs exactly the same mods as when you where building that mission

supple rampart
#

Is there a way to attach a tank to a helicopter?

small patrol
#

Yes. attachTo

supple rampart
small patrol
#

What?

supple rampart
small patrol
#

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

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It's one of the easiest command to learn and use

solid zealot
#

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)

proper bluff
#

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?

sinful zenith
#

not terrain textures no

proper bluff
proper bluff
solid zealot
rotund verge
#

I have qns, when I play the scenario some of my troops dismount from the truck even tho I not the driver

prisma oyster
#

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 ↑

rotund verge
prisma oyster
#

are there AI mods in there 👀

rotund verge
#

No

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Play editor without mod will experience similar problem sometimes

prisma oyster
#

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

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it might be a waypoint, too

rotund verge
#

I see, I still unclear about the waypoint , modules etc as

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One more thing how to prevent multiple helicopters colliding into one another

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I apologise for disturbing

past sun
prisma oyster
rotund verge
past sun
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They turn back to vehicle?

rotund verge
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No

past sun
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Is vehicle/squad ordered to go somewhere (any waypoints)?

prisma oyster
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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

rotund verge
prisma oyster
#

because whatever the distance they are from it, they will disembark from their vehicle

rotund verge
#

I see

rotund verge
past sun
# rotund verge Yes to a certain area

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.

prisma oyster
rotund verge
#

Ok

proper bluff
#

resetting the counter variables from zeus would be no problem either

solid zealot
shy bluff
#

how to spawn modded car in editor?

potent plinth
#

prop or vechile?

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@shy bluff

shy bluff
potent plinth
shy bluff
#

im not sure :/

potent plinth
#

what type of vehicle is it?

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NATO, russian, insurgency?

shy bluff
#

is Ferrari

reef lintel
#

Use searchbar

shy bluff
#

the mission im in only shows 12 slot for a player even tho there are two player models to spawn into in-game

shy bluff
#

how to set blufor team limit to 2

plain gale
#

Make sure only two units are set to playable

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1 x player + 1 x playable

proper bluff
#

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?

prisma oyster
proper bluff
#

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?

small patrol
meager kayak
#

Hey guys
i would like to make something like this

  1. Players are going in a village named " AAA ", there is civilians
  2. they are going somewhere else to extract with a helicopter
  3. 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

cloud moss
meager kayak
#

Oh okay i didnt know a trigger can be use as an area like this

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i mean, as an " effect area "

cloud moss
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yeah scripting makes it all possible

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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

meager kayak
#

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

cloud moss
#

yeah with triggerActivated, so with the first trigger named trg1, trigger 2's condition could be:

this && triggerActivated trg1
meager kayak
#

thanks mate !!

rich fractal
#

there's any way to make certain players on a mission to speak chinese or any opfor language instead of murican?

meager kayak
#

in the Identity from the Atribute,you can choose language

teal cloak
#

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.

teal cloak
#

Hey guys is there a way i can get soldiers to paradrop using the C-130 mod from the USAF Pack?

prisma oyster
teal cloak
#

Thanks, because for some reason i cant use the "transport unload" Command, it works on any other vehicle though

proper bluff
#

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

leaden plume
#

what are modules

leaden plume
#

ok

prisma oyster
simple thistle
#

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?

simple thistle
#

Because I've seen you talk about this topic but not specifically what you are looking for.

#

Sorry if I shouldn't have

prisma oyster
solid zealot
#

how can i setup respanw so the player respanws with their gear,but the body stils on where they died before?

simple thistle
#

Oki thanks😅

rotund verge
#

One of my vehicle in the convey decide to just stop half way, how to fix that

last aurora
#

@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...

▶ Play video
stuck fossil
#

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.

small patrol
#

Post the details. How's the settings and conditions?

stuck fossil
#

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.

small patrol
#

Any Mods?

stuck fossil
#

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!

ebon forge
#

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

prisma oyster
#

perhaps

ebon forge
#

I guess my question is more about engine limitations than anything

prisma oyster
#

which aspect(s) of it?

rich fractal
ebon forge
rich fractal
stuck fossil
# ebon forge Alright so I'm making an OP for my unit that'll have somewhere in the neighbour...

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.

prisma oyster
mellow halo
#

~~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? 🤔

prisma oyster
mellow halo
#

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.

prisma oyster
#

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

mellow halo
#
_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

mellow halo
#

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
prisma oyster
#

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 ? 😉

mellow halo
#

But how often will that check?

prisma oyster
#

your call! a trigger by default checks every 0.5s (more or less)

mellow halo
#

The thing is i made this before with a trigger, couple months back but i lost it all. meowfacepalm

prisma oyster
#

well, you can use a trigger if wanted ofc
if you are more at ease with it

mellow halo
#

I mean what ever is best and more efficient.

#

All i really want to is make a simple CQB missions script for friends

prisma oyster
#

bestbestbest = scripting

mellow halo
#

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.

prisma oyster
#

IMO
triggers are good for Eden's edition,
while scripting is perfect for fine-tuning everything you want - takes more time, but is cleaner

prisma oyster
mellow halo
#

Btw its been a while but does this even work:

_trg setVariable ["marker_name", _x, true];
prisma oyster
#

buuut… why global though

mellow halo
#

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)

prisma oyster
#

yeah no, I think you are losing yourself between local, global, triggers, tasks etc

mellow halo
prisma oyster
#

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

mellow halo
#

true

#

So how can i add that marker to the trigger so it knows what to remove 🤔

prisma oyster
#
_trigger setVariable ["BLKSW_markerName", _x];
mellow halo
#

ah the 3rd parameters is for global

prisma oyster
mellow halo
#

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. 🤔

prisma oyster
#

I am not sure what you mean here

mellow halo
#

_this vs thisTrigger vs this

#

_mrk = <HERE> getVariable 'markerName';

#

Inside the statements 🤔

prisma oyster
#

thisTrigger

mellow halo
#

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

prisma oyster
#

try this?```sqf
systemChat str allVariables thisTrigger;

mellow halo
#

empty 😮

#

empty array

prisma oyster
#

sooo maybe triggers can't receive variables.

mellow halo
#

Im sure they can, i had this before 🤔

#

unless..

prisma oyster
#

ah, yes

#

I see it 😂

mellow halo
prisma oyster
#

do you?

#
_trg setVariable ["markerName", _x];
_trg = createTrigger ["EmptyDetector", _pos];
#

@mellow halo ↑ 😄

mellow halo
#

omg xD

#
  • insert laugh meme *
#

Jup its working xD

prisma oyster
#

insert *hammer bonk* 😋

last sequoia
#

is there a way i can remove the bullet holes/ markings off of an object with a script or module?

prisma oyster
#

(unless delete/create w/ same params)

last sequoia
prisma oyster
#

painfully

#

training targets? deleteVehicle + createVehicle

mellow halo
#
// 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 meowhuh

#

I should probably make the createMission a seperate function 🤔

prisma oyster
#

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 meowhuh
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)

mellow halo
prisma oyster
mellow halo
#

😄

prisma oyster
#

YES

#

(fixed)

mellow halo
#

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;
    ", ""];
}
prisma oyster
#

…ever heard of our lord and saviour CfgFunctions?

mellow halo
#

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.

mellow halo
#

What was the function to change the walk speed on units 🤔

prisma oyster
mellow halo
#

Uhm

#

Where they just chill walk

#

and not jogging

prisma oyster
#

setSpeedMode?

mellow halo
#

Yes!

#

They walk slow, but they still have their gun up 🤔

prisma oyster
mellow halo
#

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.

prisma oyster
#

for helicopters and airplanes

mellow halo
#

oh..

#

So just need just use move and cycle then

prisma oyster
#

yup

mellow halo
#

Btw, do you work for Bohemia on arma 😄 ?

prisma oyster
#

I work for Bohemia, not on Arma
I document Enfusion, and I do some Arma 3 wiki mostly on my free time 🙂

mellow halo
#

cool

mellow halo
#

So when we getting Arma 4 ?

#

Kidding 👀

prisma oyster
#

when I am done documenting Arma 3 😂

mellow halo
#

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?

prisma oyster
#

wall of code

mellow halo
prisma oyster
#

your waypoints may be all created on the same spot

#

tell me, what is your goal again?

mellow halo
#

Spawn the enemies in couple groups (3 units per group) and make them walk around the area in slow walking.

prisma oyster
#
for "_i" from 0 to 315 step 45 do
{
  _waypointPos = _centralPos getPos [100, _i];
};
```could help you? 😉
mellow halo
#

What does this do? Send the in random direction for about 100 meters?

prisma oyster
#

from a central point, have a position on a 100m circle around _centralPos

#

every 45°

mellow halo
#

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

prisma oyster
#

don't forget to add another, last waypoint on group's position to "CYCLE"

mellow halo
#

oh shit yea

#

But wait, i didnt say what kind of waypoint it was, is default move thats why its working?

prisma oyster
#

yes

mellow halo
#
 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 ?

prisma oyster
#

not super clean but it works

mellow halo
#

Oh.

#

What would be better?

#

Just add another one manually ?

prisma oyster
#

yes, with a manual getPos @ 0°

#

otherwise you do an if every waypoint, not ideal but again not really expensive

mellow halo
#
        // 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

prisma oyster
#

well, you all spawn them @ the same pos

mellow halo
#
// 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

prisma oyster
#

…no?

mellow halo
#

No ?

#

Yes

#

xD

prisma oyster
#

you define a new position
then you still spawn all the units there 😄

mellow halo
#

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)

prisma oyster
#

I thought you complained about same group's units, mb

mellow halo
#

oh

mellow halo
#

Lou, how can i timeout again? I can remember something with spawn {}

#
        [] = spawn {
            waitUntil { 
                sleep 300; 
            };
        };

Seems to cause some problems

small patrol
#

What is the purpose on this?

mellow halo
#

I wanna spawn 3 waves of AI but need 5 minutes between them

small patrol
#

Full code?

mellow halo
#
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)

ivory hazel
#

Just sleep 3000?

small patrol
small patrol
#

Indeed it is

mellow halo
#

Well thats why im asking

small patrol
#

Is your question “how it is trash?”

small patrol
#

I don't get it

mellow halo
#

How can i pause/timeout for 5 minutes.

small patrol
#

Just sleep 300;?

mellow halo
#

Nah that wont work inside a function

#

I remember this before there was issues with it

#

had to use spawn or something

small patrol
#

Yes sleep loves to use spawn but what's the issue? Just spawn the entire function

mellow halo
#
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

mellow halo
#
createMissionDefend = {
    params['_pos', '_mrk'];
    _cd = [_pos, _mrk] spawn {

How can i pass variables in spawn then im bit confused.

wind raptor
#

Exactly like that

mellow halo
#

oh

#

Code cant seem to get it

#

undefined var _mrk

wind raptor
#

Well you'll also have to do it when you invoke createMissionDefend:

[[1, 2, 3], "My Marker"] spawn createMissionDefend;
simple thistle
#

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?

mellow halo
wind raptor
#

What's that line got to do with it?

mellow halo
#
createMissionDefend = {
    params['_pos', '_mrk'];
    _cd = [_pos, _mrk] spawn {
        params['_pos', '_mrk'];
#

Yep thats seem to be it

wind raptor
#

Indeed

mellow halo
#

Seems to be working now nice.

wind raptor
#

Next time you have a scripting question, please ask in the #arma3_scripting channel 🙂

mellow halo
#

oh, been talking in here all day sorry xD

plain gale
#

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?

polar plinth
#

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

plain gale
#

Probably because the init EH doesn't trigger in Eden Editor.

polar plinth
#

its a 3DEN EH, it should no?

plain gale
#

you could check how the destroyer or aircraft carrier do it

polar plinth
#

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

plain gale
#

Interesting.

#

Can you post the code/config?

polar plinth
#

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;";
            };
        };
plain gale
#

Nono

#

I deleted it.

#

The code you have works.

polar plinth
#

ye

plain gale
#

systemChat format ["Preview %1",_preview];
This works too right?

polar plinth
#

ye

plain gale
#

That's weird

polar plinth
#

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

plain gale
#

Yeah, add a small delay

polar plinth
#

so idk

plain gale
#

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?

polar plinth
#

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)

plain gale
#

Well, let's hope it works now 🙂

polar plinth
#

yeah it works, ty R3vo.

plain gale
#

Awesome 🙂

reef lintel
# mellow halo ```sqf createMissionDefend = { params['_pos', '_mrk']; _cd = [_pos, _mrk...

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"];)

sinful zenith
#

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

reef lintel
#

fixed 👀

prisma oyster
#
private _code = { hint _a };
private _a = "hello there";

call _code; // hint "hello there"
[] spawn _code; // _a is not defined
#

also, params uses underscores 👀 😄

reef lintel
#

makes sense as it creates privates

prisma oyster
#

I sure hope so or we wrote the doc for nothing 😄

sinful zenith
#

Be careful when touching the privates

prisma oyster
#

I did burst out laughing in an earlier job when I declared ```sqf
private _parts;

reef lintel
#

this is a christian minecraft discord, please watch you unholy language

cloud sparrow
#

oh you touch my tralala

last aurora
#

not 90s enough, try again

patent thorn
#

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?

wise dock
patent thorn
wise dock
#

@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;

prisma oyster
patent thorn
#

got it thanks!!

woeful light
#

silly question. Is there a way to default the editor to always start up in "map mode"?

small patrol
#

Legacy editor or what you see if you press M in Eden Editor?

woeful light
#

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.

small patrol
#

IIRC Eden Editor's preferences had got a checkbox about it?

woeful light
#

yup found it 🙂 yay

rare obsidian
#

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

wise dock
rare obsidian
#

Oh ok

nocturne oar
#

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?

twin iron
#

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?

prisma oyster
sullen crest
#

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,

prisma oyster
#

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!";

sullen crest
#

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?

prisma oyster
#

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?

twin iron
#

@prisma oyster okay thanks

sullen crest
clear bough
#

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

bronze peak
#

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?

bronze peak
#

Uh, brotherly love, of course.

#

This page and I are going to be such good friends...

dim kindle
#

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

small patrol
#

The name you see when you point at one?

molten elm
#

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

golden aurora
clear bough
#

Acctualy soldiers throw away parachute

#

But dosent switch backpack from chest to back

golden aurora
#

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

sacred schooner
#

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";```
small patrol
#

No, literally every image files can fit there so

dim kindle
#

so where do i put my arma 3 faction mod?

#

i put the mod PBO file into its own folder

#

so is that all?

small patrol
#

Excuse me? Elaborate?

dim kindle
#

i put the mod into its own folder

small patrol
#
  1. What are you looking for?
  2. How did you got that PBO?
  3. Where do you put that?
  4. Did you load it?
dim kindle
#

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

small patrol
#
  1. Why?
  2. Where?
  3. You shouldn't
dim kindle
#
  1. becus i have no idea whether it works
  2. where what?
  3. shouldtn what?
small patrol
#
  1. i put it in the addons folder Where addons?
  2. i got it from the ALIVE mod the PBO when i copy and export the mod Which is not a recommended more like forbidden act, most likely
dim kindle
small patrol
#

Where?

dim kindle
#

let me show you in DM PMs

small patrol
#

No thanks

dim kindle
#

then idk

small patrol
#

Can't you just done that in public?

dim kindle
#

and ill show

small patrol
#

No. Stick here

dim kindle
#

hmm alr

#

how do i show you

small patrol
#

imgur or just copy and paste the path

dim kindle
#

E:\SteamLibrary\steamapps\common\Arma 3

#

here

small patrol
#

Huh

#

That is not a place for a pbo after all

dim kindle
#

E:\SteamLibrary\steamapps\common\Arma 3\Addons

#

here is the mod file

small patrol
#

There also not a place for third-party pbo

#

First of all

#

Why don't you just load ALiVE or whatever its called?

dim kindle
#

alr

#

then what

small patrol
#

What?

dim kindle
#

im asking

small patrol
#

I am

dim kindle
#

then what when ive loaded up Alive

last aurora
#

You create a dedicate folder for mods somewhere on your PC and make it readable by the launcher

small patrol
#

You got ALiVE. Tada

dim kindle
#

alr

last aurora
#

Like c:\mods

dim kindle
#

alr

#

E:\mods i put it there

#

E:\mods

#

so all done now?

last aurora
#

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 @

cedar galleon
#

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

dim kindle
#

E:\mods@EDF FACTION\addons
done now

cedar galleon
#

@small patrol i fixed it sorry that message was from my phone doing voice to text. Meant to say mission

small patrol
#

So uhh, you want to see a third party mission in Eden Editor?

cedar galleon
#

yes

small patrol
#

Do you have the pbo?

cedar galleon
#

yup

small patrol
#

Unpack it via some software

cedar galleon
#

Arma 3 tools?

small patrol
#

Didn't used for that purpose but should have one

#

Or, maybe not. IDK. Search for some software

#

Eliteness is probably the best software?

cedar galleon
#

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.

small patrol
#

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

dim kindle
#

E:\mods/@EDF FACTION\addons
its all done now

#

i did it

shell storm
#

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

last aurora
shell storm
#

i dont understand, how can i do this?

#

sorry im a newbie

wind raptor
#

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.
last aurora
#

@shell storm
read through the posts. i suggest you choose the init.sqf option

#

or do what ansin11 said 🤣

dim kindle
#

im trying to make a liberation port but im stuck on the first step lol

cloud moss
golden ember
#

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.

teal cloak
#

guys is there a way to get vehicles out of landing crafts? Im making an invasion mission rn

viscid cypress
#

can anyone help me? i use 3den enhanced and i cant apply animations to units anymore with ctrl + E. it just dosent function

small patrol
#

...It isn't a 3den Enhanced's feature

shrewd wadi
viscid cypress
shrewd wadi
#

yeah, that's the menu

#

why not get the animation from the animation viewer tho?

viscid cypress
small patrol
#

...You missed POLPOX's Artwork Supporter

#

If you're trying to use Artwork Supporter to make a mission, NEVER NEVER do it

viscid cypress
hardy solstice
#

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?

echo sparrow
#

I'm not sure about players, but AI is limited to the server viewdistance

glossy sierra
#

Just a quick question. What % does the VLS ammo need to be at, to ensure only 1 missile can be launched?

prisma oyster
#

100/numberOfMissiles I would say

glossy sierra
#

5.55555555555

prisma oyster
#

18 missiles, hehehe

glossy sierra
#

5 seems to have worked

prisma oyster
#

noice!

grave quest
#

can you make it so that ai units will exit a transport when they see contacts

last aurora
#

if (contact) then (getout)
😄

cyan garnet
#

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

prisma oyster
cyan garnet
#

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

rare axle
#

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

cyan garnet
prisma oyster
#

changing the extension does not convert the file?

cyan garnet
#

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 thonk

prisma oyster
#

surprising, innit

cyan garnet
#

lmao

cyan garnet
#

i should've read tat

#

.-.

dim kindle
#

Is there a way for me to change the side of players when they die and have them spawn as enemies?

vestal perch
hardy solstice
#

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

prisma oyster
hardy solstice
#

ohhh

#

the && of course

prisma oyster
#

or and if you prefer 😛

hardy solstice
#

oh arma is learning lol

prisma oyster
#
if (not alive player and alive enemy) then { hint "this was a surprisingly valid sentence!"; };
hardy solstice
#

so i could have 3 conditions if i wanted to?

this && !alive HVT && triggerActivated bla```
cloud sparrow
#

As many as you want, it's just a script like any other script.

hardy solstice
#

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

keen haven
#

Why do helicopters not want to land (controlled by AI) even in zeus nothing wants to land

prisma oyster
#

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

keen haven
#

Well of course I tell them to land. I have ace for a mod and I've used all landing markers

spare trail
#

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?

spare trail
#

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

prisma oyster
craggy thicket
#

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.

wind raptor
#

No.

craggy thicket
#

thanks anyway

dim kindle
#

Anyone here have expirience in the ALiVE ORBAT Unit editor? Cant get it to work.

rare dust
#

is it possible to make a king of the hill game in the editor? just wanna play with some friends

vestal perch
#

Yes. Likely not easy though.

cloud moss
#

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?

plain gale
#

@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.

cloud moss
plain gale
#

Yeah, makes sense

#

Otherwise each entry in in the array is like 10 lines in the mission.sqm

cloud moss
#

it also seems that you can not save hashmaps as attributes

plain gale
#

Yeah but you could just convert the string -> array -> hashmap and then access the stuff?

cloud moss
#

that's a lot of conversions, something like

createHashmapFromArray parseSimpleArray _value
sinful zenith
#

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

solid zealot
#

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

cloud moss
sinful zenith
#

not performance, size

#

but yeah. performance not concern, and you can reduce mission size by using a string

cloud moss
#

will do

solid zealot
#

just for help

sinful zenith
prisma oyster
sinful zenith
solid zealot
#

sorry,dw

sinful zenith
prisma oyster
#

and now Dedmen is broken

solid zealot
#

xd

#

however

sinful zenith
solid zealot
#

what may i do with it

prisma oyster
#

stuff

solid zealot
#

or do get that

prisma oyster
#

my go-to would be scripting

sinful zenith
#

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"

prisma oyster
#

if nobody replied, nobody knows (unless you want to have 10k+ people saying "IDK")

solid zealot
sinful zenith
#

Yeah, many triggers and not really simple scripts to connect them all.
Atleast nothing one could just explain to you in 10 minutes.

solid zealot
#

so when a sector is captured,it makes a trigger that unlocks the following one

sinful zenith
#

yeah you can script all that if you know how to script

solid zealot
#

and if the enemy captures it,it locks it

solid zealot
#

or done

sinful zenith
#

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

solid zealot
#

later may i ask you so you can teach me at least the most basics?

sinful zenith
#

no

solid zealot
sinful zenith
#

Yeah no.
I'm not a teacher

solid zealot
#

no problems either way

#

understood

sinful zenith
#

Maybe someone else will read this and offer help

woeful light
mild obsidian
#

yo yo yo

#

is there a way to fix ai walking through walls?

#

and buildings

last aurora
#

modded?

mild obsidian
#

yes

prisma oyster
#

remove the mods

candid birch
#

how do you make a ai playable buts if there not chosen they will not be there

solid zealot
#

but yes,the capture system would be similar to it

hardy solstice
#

The task module

where it says groups of synchronized units, is that JIP compatible?
basically for MP session.

reef lintel
#
_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)

reef lintel
solid zealot
solid zealot
#

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?

reef lintel
#

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

solid zealot
#

if so,you only copypaste?

reef lintel
#

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

solid zealot
reef lintel
#

you will need to write code for this. its not possible without

solid zealot
#

based on that,you could make it so it unlocks certain selected sectors,and locks others for other team

reef lintel
#

yeah thats possible

solid zealot
solid zealot
reef lintel
#

you can watch my tutorial on chained triggers on yt

#

thats enough for a simple "caputre zone A to unlock zone B" thing

solid zealot
#

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

reef lintel
solid zealot
#

how do i link a trigger to a capture sector?

reef lintel
#

the trigger is the sector

solid zealot
solid zealot
solid zealot
#

well,then,how i could i disable a trigger with another trigger

solid zealot
#

@reef lintel as i've seen you interested,what can we use?

reef lintel
#

You can use "!(triggerActivated VarnameOfMyTrigger)" to test if a trigger isnt active.

solid zealot
#

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

reef lintel
#

You add a condition to the trigger, like in the video. And you activate or deactivate that condition with a other trigger

solid zealot
#

so i would have to use a condition rigth?

reef lintel
#

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 blobdoggoshruggoogly

solid zealot
#

And seted it up on a very "modular way"

#

So i only have to copypaste

#

And smoothly set un the linkage ro each sector

past sun
solid zealot
#

tell me how,and i'll check it

#

all of my results are going to be placed on a map for all of you

solid zealot
solid zealot
#

@past sun ?

past sun
#

But I dont know how sectors are working with triggers , so dont know if it would get what you want exactly.

solid zealot
#

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

past sun
#

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?

solid zealot
#

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

past sun
#

seizing sectors(trigger created) is already one sided, they cant be captured back iirc.

solid zealot
past sun
solid zealot
#

But to no avail

past sun
#

So you wanna activate something but you dont know how to activate?

past sun
#

And where is that written?

#

What you want to do?

solid zealot
#

Eg:a trigger that detects if blufor captured,another for offord,and other for independent

#

I'm really new at this

past sun
#

There are 3 factions?

solid zealot
past sun
#

I mean in ur scenario, how many sides are there?

solid zealot
past sun
#

Blufor opfor?

solid zealot
#

Yup

past sun
#

set the Type to "Guarded by blabla"

#

then Activation is "Seized by not blabla"

solid zealot
past sun
#

No meowsweats

#

Just a normal trigger

solid zealot
#

So that point can be recapped by the same side?

solid zealot
#

Ok

solid zealot
#

that's possible

#

and it detects wheneaver you are there or not

past sun
#

YOu mean capturing it back?

solid zealot
solid zealot
#

ok

#

i'll test it

#

I'll answe tomorrow

#

Sorry

solid zealot
#

@past sun It works

#

tested it out

#

and is repeatable

cerulean idol
#

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

prisma oyster
#

ask and we may answer

frigid abyss
#

how do you make a misson only allow certain mods and leave public

frigid abyss
#

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.

solid zealot
# solid zealot and is repeatable

@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?

prisma oyster
#

I think you can disable their simulation

solid zealot
cloud moss
past sun
# solid zealot syntax for it?

enableSimulation as I mentioned yesterday, use thisTrigger enableSimulation false; on activation. (Hover over On Activation, confirm trigger is named as thisTrigger)

meager kayak
#

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

polar flare
#

I think you can possibly disable damage of your playable characters?

#

Just make sure you reenable it before the live run.

meager kayak
#

I have the box to "tick" about " getting damage" but when im the player, i still have damage ?

cloud moss
#

are you using any mods?

spare trail
#

How can I make the alarm sound from a trigger last longer?

solid zealot
#

or how do i syntax that

#

ok

#

figured that out

#

it works

meager kayak
solid zealot
#

@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

past sun
#

You want a more efficient method? You go full scripting... if it works it is fine.

#

Triggers are not efficient unless managed with scripts

solid zealot
#

let me explain

#

the setup is done w/ 2 "sector" triggers