#arma3_editor
1 messages · Page 55 of 1
i can do it more efficient
w/ 2 sectors removed
the way i've did it is so when the triggers activate,they deactivate/activate other sectors
If it is working, it is working, just leave it. From what I see, you do not have experience in scripting so you dont know how to optimize stuff. If you want to learn scripting, check the pinned messages (There are links for scripting 2nd from last). Also from what I see, you are not fully aware of what 3den is providing you. So first know what tools you got, then work around them and try to optimize if you want to do it.
i would really like to know how to scrip
pls pass then
#arma3_scripting pinned messages (2nd from bottom)
I have a trigger ( TRIGGER 1 : Activate when bluefor present) in an Area, but the Area is the beginning of the mission, so i want it to be possible to activate only after TRIGGER2 is activated
How do i manage this ?
So it means, the player can activate TRIGGER1 Only if Trigger2 is already activated, can we do that ?
I dont get how it works
Put triggerActivated trigger2Name in the condition of your first trigger.
trigger2Name being the variable name you give to the trigger (in attributes/double click)
Excuse me Can i get some help with Arma 3 editor and scripting and a explaniton of how to make triggers work please im having a lot of trouble i think i have the idea down but not really understanding how to make everything flow properly, does anyone think they can help me?
Like can someone get in a voice chat with me so i can stream my problem and someone walks me through it please?
If you do it like that, the original condition (BLUFOR present) is no longer accounted for. Use this && triggerActivated Trigger2, then both conditions are considered.
DM me
[] spawn {sleep 5; driver yourHelo forceWeaponFire ["CMFlareLauncher", "Burst"];};
I'm trying to get flares on a helo to fire after 5 seconds when entering a trigger. Why doesn't this work?
It works fine when I just use
driver yourHelo forceWeaponFire ["CMFlareLauncher", "Burst"];};
```on its own, what am I doing wrong?
Works fine for me
Hmmm
sorry to bother you,how can i add a single trigger that enable multiple triggers (the syntax to add more actions to a trigger)
@past sun another way to make it more efficient is adding more disabling per trigger
so you only need 2 triggers to respond per side capture
How do I set off an action if two triggers are met
Noob question:
I want a trigger to activate when a variable enters its area. What should I type in the condition?
It's a cargo mission, so I basically want it to activate when the cargo reaches the destination
Assuming that by variable you mean object with a certain variable name: MyObject in thisList - remember to set the Activation to Anybody with Activation Type Present.
or simply variable inArea thisTrigger without bothering rest of condition
Okay, thanks!
“thisList” is the name of the list of objects in the trigger correct?
depends on condition
What is thisList then
What Talya_taya means is this:
If the trigger Activation is set to Any Player, thisList contains all players that are in the trigger area, but no other objects that may also be in the trigger area.
If the trigger Activation is set to BLUFOR, thisList contains all BLUFOR objects that are in the trigger area, but no objects of other sides that may also be in the trigger area.
And so on, it's the same for the other Activation options.
So basically you instructed me to add my object to the "Activation" list?
Setting the Activation to Anybody ensures that the object is added to thisList by the trigger when it enters the trigger area (regardless of the object's type and side).
Every once in a while, the trigger evaluates its condition (MyObject in thisList), checking whether MyObject is currently in thisList - which is the case when MyObject is in the trigger area.
@dim kindle there is #creators_recruiting if you want
Kind of a noob question here. I'm in the beginning stages of making a dynamic sandbox mission drawing some inspiration from the good old Hunter Six mission.
Now I've considered making scripts to dynamically spawn certain objectives, but I feel going a full scripted approach feels a lot less organic than setting units manually in eden editor and setting up their pathing this way. I guess the question is - how I have it set up right now is that certain areas of operation are hidden in a eden layer that I'm calling mission layers, and these layers are hidden by default and do not show up until players are in the vicinity and activate the layer by trigger.
The same would apply when they leave a vicinity and the layer then becomes hidden after they leave the trigger activation zone...
My question is - is this feasible? Or would I still encounter great performance issues creating the mission this way...
The idea is to set it up similarly how unreal engine uses map layers, so certain interiors dont rez until they are activated in the vicinity trigger, sort of like map layer volumes... but I know nothing about how this will affect performance as the mission gets bigger.
Thank you!!
hmm never used layers in mission editor, seen few people use them in twitch streams. maybe I need to look into those.
I like the comments feature, good to do real in-game campaign/mission design docs 🙂
Same. I'm so used to playing missions that spawn entities using scripts and area markers - which seems good for a basic quick action, but for the current mission I'm working on I want a more cinematic experience --- this made logical sense to me! I guess I'm just surprised that I've not seen missions utilizing the layers feature more on the more large scale missions.
And I was wondering if there was a technical reason for that other than faster generation.
Thank you R3vo!
I guess it's just because many folks don't know about layers or how to use them. That documentation I linked is also quite new.
The Old Man Scenario actually uses layers to dynamically spawn areas of interest
That's awesome. And gives a lot more power to mission makers I think. Thank you for the great info and link.
will definitely read the docs.
that page was a good read thanks for linking it.
Guess I spent my time writing this at least well once 😄
Trying tomake it so a custom group of vehicles spawn using grad civs but got this error
["007_passanger_car","007_military_truck_civ_transport","SIG_SuperBeeB","SIG_SuperBeeL","SIG_SuperBeeG","SIG_SuperBeeM","SIG_Magnums","SIG_SuperBeeY","SIG_Hubcaps","SIG_Hcode","SIG_Roadrunner","CUP_C_Datsun","CUP_C_Datsun_4seat","Jonzie_Datsun_510","CUP_C_Skoda_Blue_CIV","CUP_C_Lada_White_CIV","CUP_C_Lada_Red_CIV","LIB_GazM1"] was the class name list i put in the CBA options
any ideas?
can you try:
parseSimpleArray str ["007_passanger_car","007_military_truck_civ_transport","SIG_SuperBeeB","SIG_SuperBeeL","SIG_SuperBeeG","SIG_SuperBeeM","SIG_Magnums","SIG_SuperBeeY","SIG_Hubcaps","SIG_Hcode","SIG_Roadrunner","CUP_C_Datsun","CUP_C_Datsun_4seat","Jonzie_Datsun_510","CUP_C_Skoda_Blue_CIV","CUP_C_Lada_White_CIV","CUP_C_Lada_Red_CIV","LIB_GazM1"]
``` and see if there are any errors in your list?
also what do the CBA options look like? is it an editbox where you paste that array?
Is there any way to change/add additional ordinance to the “Effect->Ordinance” module? I have a variety of mods (RHS, CUL Units) that have their own artillery projectiles and I would like to use that module with them
is it possible to restrict a respawn pos to only be active when a certain sector is controlled
can sp missions be reverse engineered to co op
@obsidian moon Most of them probably can but not without scripting knowledge.
i cant even get the sp mission to open in eden
Only by writing a mod for it.
Yes, you can remove or deactivate the respawn position when the sector is not controlled and add or activate it when it is controlled. But I have used sectors a grand total of zero times in my life, so I have no idea how those work.
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
https://community.bistudio.com/wiki/BIS_fnc_removeRespawnPosition
https://community.bistudio.com/wiki/BIS_fnc_showRespawnMenuDisableItem
Playable missions (like those on the Steam Workshop for example) are packed into a PBO (a little bit like compressing a folder into a ZIP archive). The Editor can't work with PBOs, so you have to unpack the mission's PBO first in order to use it in the Editor. There are several (free) tools out there for that, but I don't know which one people recommend these days.
mikeros tools. extractpbo unpacks and makepbo packs.
I made a PVP Mission on whole strstis where 4 teams can seize different strongpoint to get access to better loot and ultimately be the last team alive. To help finding opponents the map is seperated in 1.5 by 1.5km squares which are coloured if a team is inside
DM me if you're Interested in it
huh…?
In the eden editor, how can I get rid of Zeus having to wait some time before his first "spawn"?
Please tag when replying
alright, thanks
Help
I just booted up arma 3
And for some reason the markers and waypoints on the editor look too small
I didnt even change any settings
does any one know how to adjust the hide terrains modules height? is there a way to hide a particular object in maps in the editor?
Try with the Edit Terrain module and put it right on top of the object you want to hide. It should attach to it.
If it doesn't attach, welp 
Looking for eden editor where can I find one?

Hey, I don't suppose anyone knows of a tinnitus sound in the base game?
Does anyone have an OBJ of the pine trees seen in altis?
No. That's a BI model which is not to be debinarized and the model not to be edited
So it can't be exported?
no
anyone know which module you sync with the game master to allow that zeus to build objects or units?
Hey can I place Livonia buildings on a map and still have people without CONTACT play the mission?
i think to remember this should be possible
Yeah I was 75% sure, just wanted to double check before I go laying in a bunch of assets
Thanks
if i'm not mistaken the assets where moved to the base game (enoch) so modders can use them
but don't pin me on that please 😄
You are fine. For reference:
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions
Awesome thank you
How can I get the class of a missile from a jet?
Context?
I've got a slight locality issue or something, I'll list what I did below
- create task, set to assigned to all playable units is placed (everyone can see the objective, but it doesn't seem to assign in the beginning, unsure how to do this, JiP thing maybe? I'm not knowledgeable on it)
- trigger created (variable name trg1), blufor presence, timeout is 10 seconds (is this like stepping on a pressure plate for 10 seconds to activate so to speak?)
- trg1 is synced to a task state succeeded
- once completed, another trigger activates another created task that everyone can see assigned using
triggerActivated trg1;
however at step 3 it's never assigned as succeeded, tested on a dedicated and everyone could see the 2nd objective assigned but the first was never completed, so it's like the trigger is activating but not completing the synced task state, though it works in editor testing
would it be possible to make an ai play an animation when it gets to a waypoint, i want a ai to move to a waypoint and then play the talk animation at another ai
what can i do to setup a "respanw when the group is dead,or when this time passes on"
I'd do a scripted solution, i.e. have the default respawn timer set to like 9999 and then when you want dead players to respawn set the respawn timer to 0 via setPlayerRespawnTime command.
fine,the issue is that i have little to no idea on how to scrip`t
and i cannot find a guide that explains it into a practical level
do you have to know beforehand any other coding language?
I'd say no since I never did. 😅
oh,you neither
so we're both speculating on how to actually do it xd
I never have/had any programmign experience but I started to script back in Arma 1 by just reading the wiki. Nowdays you can find video tutorials online as well.
well,my idea is to place to checks for every group player if it is dead or not,and if all of then are dead,respanw then at the same time,while at the same time there's an individual timer for it
ah,ok
then i may ask,any good guide for rock botton begginers on scripting arma3?
No idea. Your google search is as good as mine. But if you are new to the trade start small and figure out how to actually create script files in your mission folder and how to call them. I'd recommend downloading a missions that includes some scripts for reference.
ok, i cannot for the life of me make AI stay inside a building, is there a scripting thing i can do to fix this? (I used garrison yes)
Also the creative art of being lazy is very much the way to go. If you can't figure out how to mess with the respawns just have the "dead" players respawn at a quiet corner of the map and teleport them over to the game area once necessary.
Garrison?
In any case you can always disable the AI's pathfinding and that will definitely make the not being able to move out, see:
https://community.bistudio.com/wiki/disableAI
This reminds me of something that exits
they're a few lines of code copypastable that disable pathing untyl a player triggers then
ok here it is,the code is this one
doStop this;
that would disable all units movement you placed that code unless they have enemy contact
Trying to find a relatively simple way to achieve this effect.
I've created a video for an animated intro sequence for a multiplayer mission. I've created initPlayerLocal.sqf and added a video player to it
_video = ["media\intro.ogv"] spawn BIS_fnc_playVideo;
Any idea why this would just crash the client rather than play? Bad video perhaps
most likely the video is wrongly encoded
I'll try it using the ffmpeg command listed in the wiki! thanks for the tip!
Hm. Still no joy. The idea is that this gets played every time a player connects and spawns in. I've seen it done before with other missions
yeah well the command/function is not the issue, no command (should) crash the game
path works well, thanks though!
that only disables it untyl a enemy engages that AI
is better than completely disabling the pathing
Actually, got it working! Turns out, I needed a bit of sophistication with it, and I had to call it remotely on the client, not just play it in the script
For anyone who searches the problem in the future, I found this answer in the forum and modified it to my needs
["media\intro.ogv"] remoteExec ["BIS_fnc_playVideo", ([0, -2] select isDedicated), false];
anyone know how to create a custom "last help" message in eden? I really like it in single player, I was wondering if its possible for multiplayer mission
Would it be possible to make an ai play an animation when it reaches a waypoint
question: if i have the laws of war mod and make a mission using assets of this (tents and stuff), is it possible for other players without this to play this mission and to see those assets? sorry im kinda new to mission making
yes, the restrictions only apply to driveable/wearable assets.
thank you for the fast answer
I had some vehicles going over a bridge whilst making a mission
for several days there have been no problems, but all of a sudden the ai just stop before reaching the end of the bridge and just run into each other, i have no clue why as i havent changed anything from when it was working.
whats the aniamtion where ur soldier rests his gun on his shoulder
like points it into the air, i cant post pics
Could be from one of the screenshot animation packs
think theres a default one
there's one from Hotch's CAG city pack on the workshop i think
unless it's a different animation pack, but it's something like that
yo anyone know how i can make NPC's get into a helicopter get the heli to go somewhere and then those NPC's exit the heli?
yes, use waypoints
synchronised ones with the helicopter (e.g "GET IN" <> "LOAD")
thank you for the help
Does anyone know how to disable auto scale for the map texts and icons when scrolling in/out?
Impossible
Locations keep scale with zooming, but do not 'disappear' when you zoom out very far. So it kind of works. Also only certain symbols: https://community.bistudio.com/wiki/Location
if i rotate objects and then move them, all vertical rotation is lost. does someone have a trick they like to do to counter this problem
one thing i do is i rotate an object and then look at the rotation values and write them back after moving an object
but it is sort of tedious
you can disable something like "snap to terrain" or alike then you can move them without issue
otherwise you can use the "move" widget I believe
this works
thanks
how can i make a city look like its in ruins?
is there a way?
i know you can always spam tanks and make them destroy them but i want to make it more of a aftermath of a battle
thanks man
can someone give me a refresher on the editor i forgot how to set my triggers properly after 3 years of not making mission.
you can DM me anytime and ill share my screen. ill be very gratefull
Just ask here, no need for dm
Hey guys, quick question. I want to set up some Recon/JTAC ops but in single player. If any of you guys are good in the editor, what’s the best way to set a full op up? That would be doing everything from the recon to carrying the attack out, to extraction? Is this even possible?
Yes
Aight super dummy question
trying to manipulate all objects in a group and disable ai and stuff
{
_x disableAI “MOVE”;
} foreach (units this);
chucking this in the group init and obvs i'm wrong, but i cant figure out how foreach in a group works as opposed to an object since it looks for an object
So my dummy question is how to do this but for groups
I got the trigger working but no notifications are seen on screen when its completed. Has this to do with a timer thing?
Sorry if its not very detailed im quite busy
hey can someone hop in a vc and help me im making a base for the unit im in and im trying to do some funky stuff with a white board and i think i may of broken it im not sure please help me
go into the general voice chat to help me please
@prisma oyster may i bug you for a hot second on a eden editor questions
im in the gen vc
Suggest you not to ping a developer like that
ok but i do need some help trying to do this 1 thing
Then describe here not somewhere else
im trying to set a custom image to a whiteboard but the way the youtube vid showed how to do it does not work
you free to hop in gen vc so i can screen share
No
so how do i do it bc this is the first time im doing this techy stuff on this game
If you want to share a picture, imgur
Also describe precisely. You said only summary not details
imgur?
no ok so im trying to set a whiteboard with a custom image and it isnt loading the image on it when i do what the you tube vid showed how to set a image on the whiteboard
i am not trying to share the image and if you want details like i said first time doing this tech file stuff so you wont get details from me
- How it doesn't show?
- Errors?
- What script lines you use?
yea that dosnt help bc 1 i dont know were to look for error's at all "first time" means i dont know were to look for crap on the files and 2 im putting the image in the mission save folder renaming it and doing the name then .paa
Okay, HOW did you made that paa? Did you use a proper tool to convert it?
eg TexView
i saved the image from the web into a jpg file so i can paste it into the misson save folder and typed med1.paa sense i renamed the image med1 and that was what the vid said to do
If what you say is true, the video is pure garbage
- Arma 3 can accept jpg
- That's not how to make a paa
well how do i get the image onto the white board then
setObjectTexture command
here is the vid i was watching https://youtu.be/KjkU-7wRF9s
were and how to use
Geez... that video is TERRIBLE
- Make sure your picture has power of 2 resolution (eg 8,16,32,64... 2048,4096).
- Place it into a mission folder. I guess you know how to do that
- Put the texture path into Texture #0 in the Whiteboard's attribute
brain dies
How do I make drones/jets use the slingshot on the uss freedom?
Slingshot?
Players just need to roll up and hold space. Not sure about AI
With the sector module, how to you make the capture icon not be at ground level? With dummy sectors synced to triggers you can just move the trigger up and down on the Z axis, but the main sector module says on the group. Doing a single capture point game mode and its up the top of a structure, don't want people thinking it's on the ground
yeah the thing that launches you off the static ship. Its called a slingshot
Hi all, I'm running into some issues I've not ran into before. I'm setting up some patrols with AI using the default waypoints, Move and Cycle. Now they're working fine with infantry patrols and air patrols but ground vehicle patrols are not moving and I'm not sure why.
The ground vehicle patrols that are not working are the default motorised vehicle compositions but I've put the infantry into the vehicles.
Does anybody have an idea of what's going on?
arma3 AI vehicles in a group, sometimes which is very often (almost all the time) one of the trailing vehicles refuses to move and therefore holds up the whole group. not sure if this is your issue.
recently I went medevil with my missions, I de-grouped all vehicle groups so now its one vehicle one group. this goes for tanks and APCs, not sure if mechanized APC + infantry applies to this bug.
I know its stupid to have one vehicle per group, but whats the alternative... group of non moving vehicles 🙂
Cheers mate. Yeah I deleted the groups thing and made it so that the drivers were in one group and the passengers/gunners were in another group and it seemed to work.
Yeah looks like you're right. Only one driver per group works.
hi guys, i created a very simple (stupid) multiplayer mission. a squad is surrounded by enemies. a friendly ai gunship is on the way to guard that squad. also a friendly seahorse (heli) is on the way to land close to that squad.
as soon as the seahorse lands the whole crew gets out and a player can go inside as a pilot. so far this works even though it is stupid.. what i now want to do is, as soon as the rest of the living squad members arrive back at the airfield that it then ends the mission.
how can i do this? is there a way to mark a spot on the airfield and when all members arrive there that it then finishes the mission?
Make a trigger, make a proper condition and use BIS_fnc_endMission function, I guess
hello people is there a way to make a trigger that makes a squad move somewhere when you move to the trigger?
is something like that even possible to achieve?
Waypoints?
but if i use the waypoint they will be at the location i want them to go to already
before i even arrive at the rv
you can activate the waypoint with a trigger by syncing it to it
can i know how to do that?
is there any syntax to add a trigger when a side captures a sector module (not the trigger version)
You can execute whatever script you want directly from module without using a trigger, using statement attribute of the module. (It is a [Scripted] Event handler, meaning there is no continuous condition checking as in triggers which is performance friendly, you also get additional information like old/new owners upon EH triggered)
I assume you are talking about this module:
https://community.bistudio.com/wiki/Arma_3:_Module:_Sector
is there a way to remove units from the list in the editor? mine is looking a bit bloated with all the mods i have installed and i'd like to trim it down to just the units i want to use
w/ no stripts?
or pls,tell me more,i'm interested
Unfortunately that's not possible.
thats a damn shame
Whatever you are planning to add On Activation of trigger, you can put there, to basically explain. Didnt you ask that, to "do something when captured"?
ah,only that for now,if you can activate a trigger based on wich side captured a sector,fosuced to make a win condition if x time passed when a side sectured was captured
Yes, you can do it using what I mentioned. And it is easier and performance friendly than using a trigger.
how do i use that statements
syntax examples
very noob on scripting
I suggest you to first learn the basics before messing with these then. You can find relevant links in pinned posts on #arma3_scripting
ok thx
with arma 3 coding, is it similar to real coding where 1 = true and 0 = false, or is it up to the creator of whatever mission im editing the margins for?
Hey guys, noob editor here. I wanted to add a sound to my mission via CfgSFX. See here:
class Header
`class CfgSFX
{
class digging_sound
{
sound0[] = {"Sounds\ShovelDigging.ogg", db-0, 1.0, 100, 0.2, 99, 99, 99};
sounds[] = {sound0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
class scribble_sound
{
scribble0[] = {"Sounds\ScribbleShort.ogg", db+2, 1.0, 2, 0.2, 99, 99, 99};
sounds[] = {scribble0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
};`
class CfgSFX
{
class digging_sound
{
sound0[] = {"Sounds\ShovelDigging.ogg", db-0, 1.0, 100, 0.2, 99, 99, 99};
sounds[] = {sound0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
class scribble_sound
{
scribble0[] = {"Sounds\ScribbleShort.ogg", db+2, 1.0, 2, 0.2, 99, 99, 99};
sounds[] = {scribble0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
};
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
ah thx
but with cpp instead of sqf
class CfgSFX
{
class digging_sound
{
sound0[] = {"Sounds\ShovelDigging.ogg", db-0, 1.0, 100, 0.2, 99, 99, 99};
sounds[] = {sound0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
class scribble_sound
{
scribble0[] = {"Sounds\ScribbleShort.ogg", db+2, 1.0, 2, 0.2, 99, 99, 99};
sounds[] = {scribble0};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
};
Problem is, it says the following error: ' ' encountered instead of =
in the line of scribble_sound --> empty[]
i have no idea why
the digging sound works as far as i tested yet (at least no error message yet, i didnt test if the sound really gets played)
there might be some awful hidden character here, even like a non-breakable space
try to retype that line (no copy/paste)?
i guess i will try retyping that whole part. Probably some tabs in there.
tabs are OK though; just that… sometimes a copy/paste has weird chars in it - it happened even on the wiki with e.g “”
thats strange. Guess thats ASCII ¯_(ツ)_/¯
works now?
Okay, i tried retyping that whole SFX-class. Still the same error (' ' instead of = )
hmm
so "just this" in a description.ext would trigger that then? lemme try
yep it does. Just tried it myself
a simple way would be to save an empty mission on it and look how the missionfolder is named
you could also try to find it in the config viewer
Cheers
Question:
Are the apex sounds working?
because when I used cfgsounds in my description.ext for my mission:
class CfgSounds { sounds[] = {}; class radioSound1 { name = "Radio track 1"; sound[] = { "\A3\music_f_oldman_music\radio\dance\Track_D_01.ogg", 40, 1, 30 }; titles[] = { 0, "" }; }; };
and then used say3D on an object, I would get nothing.
- i've placed down a trigger to do a quick check on the tracks via the scroll down option on the sounds and found that same track, I would get no sound from it when I hit the play button. The same would apply for every other apex sound.
However, when I unpbo'd the .ogg stated above, it would work.
Did I do something wrong in the cfgsounds or is something up?
I also tried using
"a3\music_f_oldman\music\radio\dance\track_d_03.ogg"
That I found from:
https://community.bistudio.com/wiki/Arma_3:_Sound_Files#a3.5Cmissions_f_oldman.5C
still no result.
Quick update, I think I resolved it or think I overlooked something in the wiki.
So using _object say3D "classname_of_track";
classname_of_track which is given in the trigger when hovering over the tracks or by actively looking for the classname should be enough. And setting up a cfgsounds is not necessary.
PS Still wondering why the tracks can't be played manually from the triggers play sound button.
Mission config CfgSounds is special, the path needs to be "@A3\music_f_oldman_music\radio\dance\Track_D_01.ogg".
Fixed one major issue and on to another. When creating a teleport with a trigger instead of going to the position its either 100 meters into the sky or directly at the sea level. With exact cords it goes into the sky and with getposATL it goes to the sea.
player setPos (getposATL tp_Bunker) and player setPos [12645.1,10429.8,54.401]
@rare grove The position types are not compatible. If you use getPosATL, you have to combine it with setPosATL.
Due to their very special behaviour, the basic getPos and setPos commands should be avoided altogether.
hello guys, i am wondering if it is possible to make it a thing so that when the map i loading, it shows a specific picture, over the whole screen, not just like a part, like some yt tutorials
you can yes, with CfgWorlds description.ext's entry
i put this in a text document inside the mission folder right?
yes
ok tnx, sorry for poor knowledge, learning process...
hey no need to apologise; if you don't know, ask
if you know, help 😉
unfortunately i cannot get the hold of it, made the document, named it Description.ext, added the script in, added the picture path(pics are in the folder Pictures inside the mission file). When i try the scenario in multyplayer it doesnt show any pics
do i need to do anything specific ingame, maybe attributes?
nope, nothing
but chances are that your file is description.ext.txt if you don't show file extensions in Windows perhaps?
made sure to show extensions and added ext, deleted txt
may I ask you what is in the file right now?
im sorry, just found the problem, now it works, the only "problem" left is that the top part of the picture is cutted off, but i can do some editing on that
anyway, thank you for help, i really appreciate it, this is really an amazing community!
well thank you, anytime!
the image should ideally be 2048×2048 resolution, and should be edited accordingly yes 🙂
how can I make the AI more aggressive?
when I'm bored I like to go into the editor and start a small war but it becomes boring quite fast when the AI camps for like 3 mins for no good reason, only moving when the squad leader gives the all clear
it's extremely annoying; how do I fix this?
I am editing my own house with bodyguards what must i click on the soilder that he stands where he stands and that he dont go forward
He should not move just standing (if he looks around with his head is ok but he should not go forward)
if you don't want him to move until he gets into contact
doStop this;
into his init field
Hi, I haven't played ArmA in a long time, and haven't used the 3DEN editor in even longer. I need some very basic directions for simple stuff, if anyone is up for it, kindly DM me. Thanks in advance!
I've tried them, but I think Imma try again
any particular config changes I need to do for both of them?
just copy pasting that in there works
Hi guys anyone knows how make AI Spawner to spawn only Covenant faction ( random units , vehicles, airvehicles ) ? any script that i have to put to make it auto spawn them?
i tried:
this setVariable[ "side", "West", true ];
this setVariable[ "faction", "OPTRE_FC_Covenant", true ];
but it says OPTRE_FC_Covenant cannot be found
or i have to put other script into AI spawner to spawn covenant faction?
So I have a simple way of making Ai Artillery firing at a point through a trigger.
Arty_01 doArtilleryFire [ getmarkerpos "ArtyTarget_01",getArtilleryAmmo [Arty_01] select 0, 5];
My problem is that this artillery/mortar barrage is WAY too accurate and I want to increase the dispersion. How do I go about increasing the beaten zone?
hullo! Currently looking for a way to change the vic belt loadout of armed ground vehicles in the Eden Editor, specifically in relation to a mod called Universal Ammo System that adds in alot of new munitions, including some vic belts
gimme a ping or dm me :3
I'm aware of how to do this with Zeus Enhanced as well as on the ground in-game with the HEMTT but i need to be able to accomplish this in the editor
and no creating entirely new configs for the vics is not something I'm willing to go out of my way to do
I am no OPTRE expert here, but isn't Covenant East (opfor)?
One option that comes to my mind might be using a random number included with the markerpos so maybe something like
Arty_01 doArtilleryFire [ (getmarkerpos "ArtyTarget_01") - [(round(random) 100 -50),(round(random 100) -50),0] ,getArtilleryAmmo [Arty_01] select 0, 5];
But never tried to manually add dispersion so lemme know how that goes
I did also have some random issue I am getting on my Zeus mission, Im using
doStop this;
In the groups object init file, in editor it works totally fine, and units still show side relation, OPFOR, but when running the mission on server, any units that have that in their object init show yellow as an empty object/prop. This prevents me from remotely controlling the units, but triggers/Waypoints work totally fine, AI works, just it doesnt show side relation or allow remote control. Anyone have any ideas?
For a generating a random pos around a center you can use alt syntax 3 of getPos
This
will randomize the target point, but the accuracy with which that point is hit remains the same.
Additionally, you have to use markerPos "ArtyTarget_01" vectorDiff [...] instead of markerPos "ArtyTarget_01" - [...] for that.
So if I do 1 round per gun instead of 5 and just copy copypasta that line 5 times in the onActivation of the trigger, will it give me the effect I want? I'm at work, otherwise I'd try.
@earnest oracle Yes - well, almost: The *ArtilleryFire commands would override each other. Additionally, loops are better than copy-pasting the same line five times. I suggest something like this:
for "_i" from 1 to 5 do {
Arty_01 doArtilleryFire [markerPos "ArtyTarget_01" getPos [random 100, random 360], "MagazineTypeOfChoice", 1];
sleep 2; //Time between rounds
};
```You mentioned that you are using a trigger, so you'll probably have to wrap the whole thing in `spawn`.
What does "_i" do? And how do I wrap it in spawn/what does it do?
During the first iteration of that loop, the variable _i is 1. During the second iteration of that loop, the variable _i is 2. During the third iteration ...
The code I posted doesn't use _i, but it's still available / required as part of the for-loop.
Triggers don't like sleep (as far as I know) because their code is executed in the unscheduled environment. spawn executes code in a scheduled environment; using sleep there is no problem. See https://community.bistudio.com/wiki/Scheduler.
[] spawn {
//Put code here
};
[] spawn { for "_i" from 1 to 5 do { Arty_01 doArtilleryFire [markerPos "ArtyTarget_01" getPos [random 100, random 360], 0, 1]; sleep 2; }; };
So something like this in the OnActivation?
I'll have to play with it tonight
Hi, is it possible to have multiple conditions in trigger and have the trigger activate when one of the conditions is met? So far I haven't been able to find a solution.
string the conditions together with or (||) operators?
(blue1 distance green1 <20;,
blue2 distance green1 <20;);
@ruby glade Like this?
i'm no expert in arma's scripting language, but i'd guess you would want to do something like
(blue1 distance green1 < 20) || (blue2 distance green2 < 20)
if someone with more experience in the specific syntax wants to chime in, that'd be great 
Thanks! I'll try it and we shall see 😄
i dont realy know where to put this but does anyone know how on alive orbat creator to make it so facewear is not randomized
So I got the randomness working, just not the cycles of fire.
Seems "sleep #;" is the problem
...]; |#|sleep 2;}; Error Generic error in expression
What I get when I run it from the console in the pause menu
The mortars target and fire at the randomized target marker, but only once
wrap your code in [] spawn {} to allow sleeping
Got it working now, thanks. I tried that earlier and it wasn't working. Dunno why.
would someone mind helping me with a issue on ai pilots and waypoints?
basically im using a trigger to activate a waypoint so the pilots take off
and that kinda works
but the pilots take off then just hover in the air and wait for the order to go on the waypoints
i deleted the waypoints and they didnt take off but i have no idea why they just hover in the air like that
Probably because the trigger is directly controlling some move waypoint that the AI pilot is following, and the trigger is not controlling a hold waypoint which then links to a move waypoint.
how do i upload a custom compo? i can see the option on publisher
Not publisher. Via Eden Editor
Anyone at all know what this error is? Been getting it for about a month now and am at a loss. Don't know who else to ask sooo, yeah.
'...e};
{
removeAllUserActionEventHandlers |#|[_x # 0, "deactivate"];
File
}foreach (miss...'
rhsusf\addons\rhsusf_c_weapons\scripts\accessory\rhs_fnc_accessory_deinit.sqf...
, line 15
Error Missing ;
Mod related, perhaps RHS perhaps a other mod
Tracking that but I filed a report on their mod page but I haven't received a response. Ran over to steam and they told me to check here. Uninstalled, reinstalled to no avail. Kind of a hail marry at this point coming here
How many mods are you running?
37

Only way to figure out what's causing it is to disable them one by one an check again.
Oof
Welp, pray for my sanity as I take this journey brother. Thanks
Isn't removeAllUserActionEventHandlers 2.06 command?
Yes it is. So it is why, your game is 2.04
i mean to the steam workshop, is it possible from eden?
Yes
Is it possible to make a group of infantry charge something without breaking to go and get to cover? Almost like charging a trench in World War I
Like really the goal is that the infantry and the tanks will charge across an open field
maybe by disabling some AI (disableAI) and some AI features (enableAIFeature)
https://community.bistudio.com/wiki/disableAI
https://community.bistudio.com/wiki/enableAIFeature
Thx, will try out
So, I wanna try a Campaign of DUWS, but moreof as a RTS Commander, where could I find a good guide on how to do things such as commanding groups and all? Trying to figure out right now if I can command troops to fire, throw grenades, use rockets, command tanks to fire cannons at buildings, artillery to hit a position, etc. Also, Can't figure out how to tell them to attack or shoot at higher floors in buildings because when I tell them to, they just shoot at the foundation, or the marker places itself on the ground on the other side of the building, this stuff is kindof confusing for a noob lol
I have some random issue I am getting on my mission fileim working on, Im using
doStop this;
In the groups object init file, in editor it works totally fine, and units still show side relation, OPFOR, but when running the mission on server, any units that have that in their object init show yellow as an empty object/prop. This prevents me from remotely controlling the units, but triggers/Waypoints work totally fine, AI works, just it doesnt show side relation or allow remote control. Anyone have any ideas?
I have a Co op scenario in which I'm using the unit insignia for the 3rd Ranger Battalion that's included in Cold War Rearmed 3. There are three player groups and in the init field of each team leader I have put...
{
[_x, "cwr3_us_3rd_ranger_battalion_insignia"] call BIS_fnc_setUnitInsignia;
} foreach units group this;
When testing offline in the 3den and when testing in a locally hosted LAN, the ranger unit insignia appears on every player correctly. However, on my co op group's dedicated server it does not show up at all. What could I do to make the BIS_fnc_setUnitInsignia work on a dedicated server?
@humble locust Use the initPlayerLocal.sqf instead
and add the insignia per player from there.
hi guys, via a guide i created a small script which, every time it gets executed, spawns an enemy group (8 units per group) on a randomly selected spawnpoint.
so far so good. and now the thing, what i want to do is, lets say as long as the total count of all enemy units is below 50 it should run that script..
which would endup in something like this: first run 8 units get added to the map.. total count is 8 it runs again total count is 16 and so on.. until it is over 50 units.. then it stop..
player kills enemies, total count gets below 50 the script runs again one time.. can i do this with a trigger?
sure,
if "number of enemies" < 50 then "create enemies"
ok i managed to always keep 50 enemies alive and it works great.. now the thing is, do i need to remove dead bodies or how does this work.. lets say the mission runs 10 minutes and we kill 200 enemies then there are 200 dead bodies that may effect performance?
in the editor there is a performance tab where you can enable cleanup of bodies and wreckages@uneven hare
nice great i look into that thnx
is there a way to edit pre-placed tasks while in zeus?
the next thing is, i want to add an ammocrate. i saw a tutorial video where the guy just put an ammocrate to the ground, started the preview and it worked.
i tried this with the sog prairie fire dlc map editior but if i do that i can not open the box. the inventory option is missing. it is not possible to open the crate.
so i guess i need to add items first to the box with the init option?
no, you don't need to
placing an ammo crate should work… out of the box
now it depends, are you talking about having an Arsenal interface where you can click & choose clothing/weapons/items?
a normal inventory would be fine not the arsenal thing..
ok then i need to check that again.. the ammoboxes i tried they did not work.. maybe because of that DLC that these boxes are empty..
When placing a unit spawner in the editor, how do you get a specific variable to be assigned to each unit that spawns? In my scripts I just use _unit setVariable ["BSF_SpawnedBy","RyanZombie",true]; in a loop. I don't have much experience crating missions in the editor, though. I assume it's placed in the System: Init box but all of my experiments haven't yielded anything.
crates and containers came empty by default. If the crate is elegible as container or you add a container capability via code, you can modify it's contents using right click over the afore mentioned item or add items via code.
jep nice i found the creates it works great..
are there way to make 4 faction ?[not civ]
If you meant sides (BLUFOR, OPFOR, Independent...), NO
Hello, I would like to create a desert mission in which there were sandstorms. I don't know of any mod that performs that function, do you know any? What's their name? Thanks in advance
look out for Alias' scripts
he got quite a collection
https://steamcommunity.com/id/aliascartoons/myworkshopfiles/?appid=107410
Hi, im trying to get items attached to a tank to make a composition rotate with the tank's turret, is that possible?
Also followBoneRotation
Sorry, im reading it but I dont quite get it?
what don't you get?
how to use mempoint or followbonerotation.
It says, string and boolean. If you don't know what they are... ask
Also read the examples... oh it's slightly outdated, there's no followBoneRotation example
Dew it Lou
Cause I also dont see the method I am using right now which is attachToRrelative?
that's a function
That is not a command, a function... well, if you read carefully and crunch the document, you'll get what it says. It won't bite you
ok guys now the next thing. i was able to add artillery support to my mission. i put an howitzer on the map, one support_provider, a support_request and synced it so that the squad leader can call in artillery. works great so far.
now the thing. i would like to have some sort of cooldown. lets say the player used the artillery, and the he needs to wait 3 minutes until he can request a new artillery support. how can i dot that or where do i need to start?
i googled it and long story short: so far i was not able to find a solution.
Unfortunately, the vanilla support framework does not provide such functionality.
Maybe you can use the Simplex Support Services Mod on the Steam Arma 3 Workshop
I'm pretty sure it has configurable cooldowns for CAS, artillery support and the like
However it is not vanilla
i think i have maybe some sort of workaround.. i need to try that later, if that should work i will let ya guys know..
So I know this probably isn’t the best place to ask this, but it’s all I could think of. Is there any substitutes to the blackfish? Like an AC-130 Gunship from a mod?
yes, see the workshop
Gotcha. Thanks.
CUP has (more than) one iirc
nope, we don't have an AC-130, but the USAF mod has a kickass version
this is the best i know of
https://steamcommunity.com/sharedfiles/filedetails/?id=2226368165
@turbid sage
Thank you audio. I appreciate it a lot.
🤘
hello, i know its more of a zeus thing but you guys might know the answer. I know i can rotate objects in ediotr, and i know i can rotate in zeus using shift+drag,but is there any way to tilt/rotate on other axis? Example: i want to tilt a tower in zeus so it starts falling down slowly, instead of just destroying it
How do I get multiple of the same composition to spawn without going crazy?
So i've been trying to get zombies to function and I found a page for scripting
I just don't know how to use the RAR file
to get the mission
Only with Zeus Enhanced mod
A compression program like 7-Zip or the forever trial version of WinRAR can handle such compressed files.
what u mean exactly
I got it, is there some keybinding or?
ok tnx
Hi, what are the real utility of the Compat mod between Ace and CUP for exemple?
I mean I make a coustom vehcile compsotion but every time I want multiple of it to spawn they blow up because they all link to the same tank.
Anyone aware of what unit of measurement arma 3 used for angles in relation to artillary? Is it Milliradians or NATO Milliradians?
Set your comp as " no simulation" when it blowup
manage it to unlink
save again your comp
is there a way to make a group (2 or 3 modules) have a random chance to spawn TOGETHER?
i know you can set spawn chance for individual items in the editor, but If I want 2 modules to spawn either together or not at all is there a way to do that?
you would create them and script a random that would delete them or not
(or you would group them and set the leader's presence iirc, but IDK if you can group modules)
What do you mean unlink it?
what i have now is items attached to m551 and when i spawn a 2nd one it becomes m551_1 but the items are attached to m551 and not m551_1
Hey, quick mission question (hopefully). Im trying to get all the players in my mission to ready up at the mission brief screen and then a server admin starts the mission when everyone is ready. How does one do this? do I just have to have an admin on before it starts and it'll do it automatically? I haven't been able to find anything about it
do I just have to have an admin on before it starts and it'll do it automatically?
That has been my experience, yes.
Admin selects mission, if he clicks "OK" in role selection it goes to the briefing map screen, once he clicks "Continue" there everyone spawns in.
I've got a helicopter crew set to a move waypoint, then they go to a land waypoint after a trigger finishes the move waypoint. They fly over to the waypoint, but never land. They just loiter in the air nearby.
Can't think of a reason for this
The landing area is clear
placed an invisible helipad? Sometimes it's necessary to convince them it's a good landing spot. Also setting waypoint behavior to careless might help, IDK whats going on near the LZ
Is the mission using content from a DLC you don't own?
In Editor you can set the DLC dependency regardress what's inside. I forgot where to set but in Eden you can
The Land waypoint keeps breaking, getting fixed and then breaking again, one solution is attaching this command to a move waypoint https://community.bistudio.com/wiki/land
Manual DLC dependency is in Attributes -> General -> Overview, I think
Very limited option, you just pick one or none and then whether or not it's required to load the scenario
Hey so when I spawn a composition how do I spawn it so its not fucked
hey does anyone know a mod that is like a Object spawner (like a ammobox/virtual arsenal) where you can spawn vehicles or mortars or stuff like that.
Hi guys, how do change a unit type name ?
I place a doctor, its unit type name is "civil(summer)"
I want to call it BOB, but when the player look at the doctor, instead of being called "BOB", it shows " civil(summer) "
you cannot without a mod
as in, you would need to make a unit mod to display "BOB" when pointing at him
what you see is a "friendly/foe tag", that's from game difficulty
Okay and if i want to talk to him
with like globalchat
i use _this globalchat
can i set anything to shows
"BOB : Hello "
bc in the sidechat it shows " civilian " instead of Bob
I assume you are not in the same group
I would tell you to use kbTell and such but it might be overkill
a command for the Conversation system, but it implies a more complex setup
mhhh.. If you have any other idea to make a chat with NPC im ok haha
see https://community.bistudio.com/wiki/Conversations then (and the #arma3_scripting channel)
thx i gonna check
Woow hahaha ok that seems hard to understand specialy for not english speaker
i gonna try
What’s the simplest way to make an attack helicopter fly around and shoot stuff on the ground.
seekd and destroy weaypoint and a cycle
NVMMMM
How do you limit zeus to being able to edit 1 side (either opfor or blufor)?
been trying to look in modules, but can't find it
Not trying to spam but: I'm am not certain where the issue is specifically but I believe today's update broke using triggers to "Skip Waypoint" for hold waypoints. (for use in sending reinforcements) Is anyone else having this issue? It worked fine yesterday and I have not changed the mission I'm making since then. Using Eden enhanced
Edit: Updated cba and Eden enhanced, messed around a bit, and it seemed to work
I think the new update might have slighty broen the eden editor
Despite "Vertical Mode" and "Surface Snapping" are both turned off, things i place down in the editor still follow terrian and don't "sit straight" as in they get slighty offset in correlation with the terrain. Usually I would just fix this by having both "Vertical Mode" and "Surface Snapping" turned off and then holding SHIFT while using my mose to slight move the obejct to rest the snapping. I understand the 2. part is in the patch notes but the "Vertical Mode" is still broken and objects still follow terrain even when it's turned off
How do i use timelapse
and put blood to where they were shot and have it visible like visible bullet wounds
Hey so I wanna enable the "U" menu in a mission I'm working on, how would I do that ?
Question about EH. I add an EH through serverInit let's say, does the code inside said EH only execute on the server? Even if that code contains a Global Effect?
Example, when containerOpened, an IED blows up
In my mind, only the server evaluates when the EH is triggered, but it's effects are global
Locally executed code can still have global effects.
Imagine this code being executed on the server (just for the sake of the example; it works the same with every other machine):
Leopard20 addEventHandler ["setPos", {
DiscordUser setDamage 1;
systemChat "Don't use setPos!";
}];
```The `addEventHandler` command has local effect, so the EH is only added on the server.
At some point during the mission, the EH fires - because the EH was only added on the server, the EH also only fires on the server. Thus, the EH code is also only executed on the server.
But regardless what machine the `DiscordUser` object is local to, `setDamage` will affect it because the `setDamage` command has global effect.
As `systemChat` has local effect, the *Don't use setPos!* output is only visible on the server.
Does this little example improve your understanding of EHs and locality?
(#arma3_scripting would have been a better place for this topic by the way)
Indeed it does, thank you
If I want to place players in the USS Freedom while it's moving (did that with scripting), would they just instantly die?
Because of the stupid physics that kill anyone if they touch anything moving at any speed
Just try it, but I doubt it will work. Perhaps if it moves really slow
help
ive setup a mission with ace and some other mods, ive put down vehicles at a base with respawns but if one of the vehicles explodes, as part of ace the ammo in the vehicle starts exploding, this then explodes all the other nearby vehicles, also placing a masive pool of fire on the ground meaning that every time a vehicle respawns it gets caught up in the fire the ammo explodes and the same thing happens over and over again
any advice would be greatly appreciated
@carmine spear Your code contains beginner errors in relation to using variables. We can talk about these errors and try to fix the code, but I don't want to fill this unrelated channel with it, so if you're interested, move this query over to #arma3_scripting please.
thank you
Is there a way to set a unit's information age? Back when I'd edit missions in A2/OA, I noticed that it actually did stuff. I want to set the player and some nearby units to 'Actual' so I don't keep getting guards and stuff calling out Unknowns inside a base.
And it seems this option is gone with the 3D editor
That fixed my issue, thank you. But is caused another one, when the mission initializes the name of the group (Overlord) changes to Alpha 3-2. I did use the CBA way of the naming the group by putting this in the Role Description field (Commander @Overlord) along with changing the callsign in the editor through the Callsign field. Any ideas on this one ?
can anyone help with my problem?
ive setup a mission with ace and some other mods, ive put down vehicles at a base with respawns but if one of the vehicles explodes, as part of ace the ammo in the vehicle starts exploding, this then explodes all the other nearby vehicles, also placing a masive pool of fire on the ground meaning that every time a vehicle respawns it gets caught up in the fire the ammo explodes and the same thing happens over and over again
How can i change a pylond loadout on the editor?
wdym
on the 3den editor
how can a change the pilons of an airplane
or helicopter
the load
do you mean dynamic loadout?
bombs,rockets,etc
so
you double click on the plane you want
and then there is a tab called dyanmic loadout
and you can customize from there
np
@uneven leaf about your issue - try changing the respawn parameter to delete when abandoned so the vehicle does not get removed by an explosion
Have a look at https://community.bistudio.com/wiki/BIS_fnc_dynamicGroups; "SetName" might work.
For as long as I can remember, the Dynamic Groups framework has always had problems and at this point, it has probably been years since a developer had a look at its source code.
How do I make it so once the team are out of tickets the go to spectators?
Because rn it just goes to mission failed
hey guys, I've been toying around with the alive mods. Seem to be working ok, but I cant seem to get the command interface to come up. Ive tried binding it to other keys but still nothing. Any advice would be greatly appreciated. btw, i don't have the app key on my keyboard so I've tried binding it to home and tab among others. TIA
yeah it just goes to mission fail for some reaso
reason
i did
i still have the problem
Then they shouldn't explode on respawn? If it's really ACE cookoff causing such an issues with vehicles in close proximity then maybe they are too close together. I mean I know it's arma but correctly placed vehicles don't just explode and neither should they on respawn.
@dim kindle I'll get back to you. Don't have access to arma now
how do I get zeus aircraft to fly at certain altitudes
is there a way to "refresh" a mission in editor without deleting/creating a new unit/renaming something, IE like when you try to fix something in an INIT field or edit a custom image yet it still sticks
like I'm fixing my briefing image but it won't actually update
that's something else, it's image cache
this cannot be solved but by unloading/reloading the mission
or changing file name, etc
Oh, thanks
I've tried loading a new terrain, then loading the mission back and actually quitting and restarting the game to no avail, usually the only thing that works is just renaming which I usually use template so it's a bit annoying when I have to do a bunch of edits
One message removed from a suspended account.
One message removed from a suspended account.
It probably was a little bug with the search bar that can be encountered every once in a while: Sometimes the Editor forgets to reset the menu after a search with no results has been performed. Can usually be fixed by entering (and then removing) something into the search bar.
How can I customize the end screen for Win/Lose when using End#1/Lose triggers
i have a group of units in the passenger seats of a transport vehicle
can i move them all out with one action
or do i have to drag each of them out one by one
nvm found i think
Hey guys im making this massive airfield attack mission for myself, i made some LAVs drop troops, Black Hawk's landing more troops in, tanks rolling in from landing crafts, etc. My question is i want enemy T90s to roll in at the right time(when i capture the airbase) but im trash with triggers, can someone help me?
You can set up a load of waypoints for the T90s to follow, but have a "HOLD" one at the start that they'll stop at initially. You should be able to sync the trigger to that waypoints and set the action to be skip waypoint.
You'll need to develop a more precise definition for "taken the airbase" if you're going to work on a custom condition for it. Do you want it to be as soon as you enter it, after every enemy is destroyed or after a certain percentage of them have been? Those are all options you can attempt as a condition
Yeah, someone already told me about it, but thanks man
"Taken the airbase" I made a trigger for the whole airbase if its contested with blufor and opfor
Hello everybody I am very new to the editor but how do i create a scenario where:
I have a trigger that is linked to a "Get in" message, so when the trigger is activated troops get in.
Then, the vehicle drives to a location, and then a "Get out" waypoint is activated so they disembark. How can I do this?
I select a squad leader, then put a vehicle get in waypoint to a transport vehicle and connect it, but when i start nothing happens?
Well, first add a "load" Waypoint for ur vehicle directly on the vehicle, then add the "get in" Waypoint for your infantry, after that sync the two waypoints together, then go to ur destination and add the "transport unload" Waypoint for your vehicle
Ill try it thanks
Good luck i will be waiting
How do you activate the waypoint? I put down a guy (or multiple tried it with both) then connect the "Load" waypoint to them and put it on the transport vehicle. They move towards it but don't get in?
no, connect the load waypoint to the get in waypoint
The load waypoint should be on your vehicle
Wait, i can give you a youtube tutorial
ah yes thanks that works
so then connect the get in to a get out wapoint further away?
Yes
Also if you want to make some hot insertion or something just make the "transport unload" Set to careless
Ah yes that works now, so can I connect a trigger to the "Load" so when an enemy is detected they get in the vehicle?
Is there a flag I can set in description.ext to override settings made in the editor?
e.g. I have Mission name set in editor to "Mission A" and in description.ext its set to onLoadName = "Mission B";. Currently it will show the name set in the editor.
description.ext takes precedence on Eden settings; you might need another entry though (see the doc)
although onLoadName looks right.
https://imgur.com/WyBlAeC
It was set to "Mission A" in this box
Hi, placing a Player and a "Game Master" Module synced with a "Set Costs - Modules" (with all the params set to 0, except animals to 1) should prevent the zeus from spawning animals right? Or I'm missing some required module? I don't think so because If i set the Paremeter "Misc." to 0 then I can't place any module.
(no mods, full vanilla)
I have already posted this on troubleshooting (with an image) but I haven't recived any response so ... I don't know if it wasn't the correct chanel XD
#arma3_troubleshooting message
@dapper crypt Well, it's not obvious what kind of response you are looking for.
Are you looking for advice because it is not working as expected?
yes, I want to know if I'm missing something or it is a bug that I must report
I have never attempted to use the cost feature of Zeus, so all I can do is guess. I might be wrong and the module might be broken.
My first guess is that the Zeus interface shows all technically placeable entities, regardless whether or not the curator can actually afford to place them.
My second guess is (based on the descriptions for Set Costs (Side) and Set Costs - Soldiers & Vehicles from https://community.bistudio.com/wiki/Modules#Arma_3) that setting the value in the module from your screenshot actually multiplies the base cost with the factor set in the module to calculate the total cost, i.e. by setting the cost for animals to 1 all you're doing is multiplying their base cost by 1, effectively not changing their cost.
ok, I will keep investigating with your information. Thx very much
I'm currently having an issue when I attempt to spawn items on top of locations that have had the Hide Object module placed in the editor. These items will spawn in before the Hide Object has loaded and will cause the item to explode or fly around crashing into other items in the base. I've selected the option to run locally in the Hide Object module, but still get the same result on a dedicated server. Was wondering if there was a way to delay the spawn of the item to allow the Hide Object module to load before the items attempt to spawn?
i cant respawn anywhere, whenever i spawn in in my scenario is just seemingly spawns me at 0,0, and i do have the custom positon and choose respawn positions checked, and it just skips the respawn screen and immediatly respawns me at 0,0, any ideas on how to fix this?
also how do i make a box a loadout box?
Make sure that the item/marker you assigned as a respawn point should have the variable name of either:
respawn_west (BLUFOR respawn)
respawn_east (OPFOR respawn)
etc.
How do i use timelapse like this? https://www.youtube.com/watch?v=0QVrIVIyyZs&t=705s
what do you mean… if you mean editing timelapse, that's a video edition thing, not an Arma thing
Yes
is there a way to make a spawn ai module spawn whatever faction owns the zone its synced to?\
nvm
how can I disable damage of all objects for a specific classname using a game logic
is there a way to make turrets fight for side that captured its sector?
@woven rune If by turrets you mean things like the remote-controllable HMGs and GMGs or the Praetorian CIWS, then you can (hopefully) either change the group of the UAV AI that is controlling the gunner to a group of the side that is in possession of the sector (not sure if this would have the desired effect) or you can replace the old UAV AI unit with a new one belonging to the side that captured the sector (I've done something like this before).
For singleplayer, it's a pretty simple piece of code, just something like this:
{
_x allowDamage false;
} forEach entities "MyClass";
```I don't think you need a Game Logic for this 🙂
what about multiplayer
Running it on the server only should suffice in multiplayer
@mild obsidian https://community.bistudio.com/wiki/allowDamage
For multiplayer it's less simple because allowDamage only takes local arguments and apparently also needs to be reexecuted if the object changes locality. Can that happen in your case?
I think so, i just want to make a fence not be able to be destroyed when ran over. The fence is large and already placed within the map
instead of placing the edit object module on 150+ fences and disabling the damage i thought of just making that classname not be able to take damage
Map objects are special and should be local to every machine, so I guess in that case the code I wrote for singleplayer might also work in multiplayer when executed from init.sqf.
Hmm, alright ill test it out and let you know. Thanks!
how?
didnt seem to work
How what?
how do i make ai take respawn tickets?
and, can i use respawn/resupply points and all that stuff used at base, and just sync it to the sector object?
Hi guys, why my friend cant find my server in the server list ? i host from my computer, and i activate everything, same mod also
it doesnt show my serv at all
for you
How do you stop players from using their chosen character faces. I want to make a SOG PF vietcong mission, and I don't want them having a bunch of white westerner faces.
can you just tell them to change beforehand?
You can overwrite their chosen face with a script. initPlayerLocal.sqf + setFace should work fine.
We can try some debugging in #arma3_scripting if you want to.
how can i can setup the vehicle respanw so it only counts the deserted distance from one side?
I don't think it is meant to do so, you may therefore have to write your own
Does anybody know of any Arma-3 modding discord servers? Like, a community of modmakers that I can contact?
what for? (specifics?)
#arma3_config #arma3_model #arma3_terrain #arma3_texture may help you
Just modmakers in general, I have some models I made by myself that I'd like someone to make into a mod
Question about simple objects. As i read it on https://community.bistudio.com/wiki/Arma_3:_Simple_Objects it says that a simple object can be made by putting the simple object checkmark on a Object. It says that super simple objects can't be made in eden. So this means that disabling simulation on a simple object does not make a super simple object right ? A simple object just ignores that setting right ?
Also a little but confused is that if simulation is off hitboxes and the penetration simulation still works. I am not sure then what turning of simulation exactly does. Is it just a network thing that gets updated slower ?
Land_vn_wall_tin_4 fences doesn't have simple object option. Does that mean that they are automatically simple objects because they don't have physX ? If they are different simulations why do they have the same yellow color ? When i turn off simulation how come i can still drive them over ? If simulated objects sync slower in multiplayer does this mean that there is a higher change of desync or your car blowing up because you drove to a fence and your passenger client hasn't updated with this new information ?
What is the difference between Scripting Commands functions and Scripted framework functions ?
this means that disabling simulation on a simple object does not make a super simple object right ? A simple object just ignores that setting right ?
correct, a simple object already has its simulation disabled.
Does that mean that they are automatically simple objects because they don't have physX ?
no, it only means that offering the tickbox did not really offer performance improvement iirc
(and so many questions)
I have so many questions because i look at this benchmark and i try to use this in-game. Because everyone says do not add a lot of object in multiplayer because of frame rate and then these benchmarks show you theoretically can. You can make a missions that says go capture the airbase with like 40 helicopters and it not eating your frames.
usually the ai is eating your framerate
put 100 players on the map and its all ok. put 100 ais on it and its down
i dont just say things i state the obvious from what you can see. ive tried it out all. ai eats your framerate
easy on people that want to help you 😉 I know Arma can get frustrating but yeah AI + viewDistance are eating your CPU: see https://community.bistudio.com/wiki/Arma_3:_Performance_Optimisation
Also confirmed by recent optimizations/findings done by Dedmen. AI sensors are evaulated on every client even when they're not needed.
And that eats frames.
So having headless clients and offloading it actually does a lot for performance on the server. Are their benchmarks of this ?
Just to learn more about what you can and what you can't do with the arma engine and what the limits are. I see a lot of people complaining about issues and blaming it on something that may or may not have impact on performance. Yes having a 100 ai is probably not the best thing but how many should you put then. There is also the fact hat having 100 ai in helicopters will have a different effect as having 100 infantry. What are the ratios ?
Essentially I'm just looking for the best practices of making scenarios in a multiplayer environment.
basically, put whatever you want and need
use the Dynamic Simulation to disable simulation of AI/objects you don't need
do in function of your hardware (and if not, the range of hardwares for which you are aiming)
what I mean is, there is no "super one guideline to how to make a mission", first because hardwares and goals are different, but especially because a "good mission" is definitely a subjective appreciation
as well,
« premature optimisation is the root of all evil » — Donald Knuth 😉
That kind of brings me back to what i already knew and did.
if cpu for sim is an issue, you could always run a beefy dedicated server?
my game server's a Xeon 1680v2 box with 64GB of ram, runs just about anything I throw at it pretty darn well and you can get that kind of hardware for pretty cheap these days.
You have this server at your home ? OR is it a box in a datacenter ?
I have a question,can you set up on the editor to where is the turret is aiming at?
For artistic purposes
@solid zealot You might have to start the game, turn the turret, then stop time and go into spectator to take the pic
I tried googling this but to no avail, how do you mark the AO with a square or something and darker on the outside
ok,and if you want to do that with multiple turrets?
Anybody know where i can find this ?
Over 3 thousands of official assets were sequentially tested. Each test composition was built of 400 instances of the tested asset on clean VR scene. To lower impact of LODing and rendering on benchmark results objects placed around player as close as possible but still outside of his FOV. Each asset was tested with full simulation, disabled simulation, simple object and super-simple object.
It's a quote from https://community.bistudio.com/wiki/Arma_3:_Simple_Objects
if you mean the scene itself, nowhere I am afraid.
So we have to make it ourselves. Seemed like something valuable to test mods with.
I think you need a script to have like black bars around a ao. There is the module but that only makes the outside of the ao slightly darker.
grab the textures and the animations
?
getObjectTextures, etc 🙂
animationNames
animationSourcePhase
then set with animateSource
however
is there any way to keep vehicle settings when a vehicle respanws with the vehicle respawn module?
Perhaps the Cover Map module?
Yea that, thanks
If I have a module, in this instance a Ravage Horde Spawner, how do I make it inactive, unless activated by a trigger?
Question goes out to other modules too.
When i turn off simulation how come i can still drive them over ?
marking an object as simulation disabled removes all functionality from the object (good example is buildings, their doors are no longer open-able, or lamp posts have their lights turned off, placing 500 satchel charges on a box with disabled sim also won't damage it). The model, textures and collision boxes is the only thing that remains. Collisions can still happen, so you can still run into it, it just won't do anything at all, like hitting a rock.
If they are different simulations why do they have the same yellow color ?
There's a difference between "simple object", "disable simulation", and "dynamic simulation". Simple objects are grey, disabled sim is yellow with a small red box, dynamic is yellow with a small blue box.
As far as I know, only objects that were initially not intended as "props/structures" have the option to enable simple object, like vehicles for example.
(disclaimer: this is just my perceived knowledge)
You are wrong about the houses. Non simulated ones still have actions. Simple ones and super simple ones do not. Lights seem to be a bit different. When turning off simulation they don't flash but retain their alpha texture. When making them simple the alpha disappears and the lights look weird. But when using dynamic simulation the lights don't stop after moving away 50m(the way i set it) they seem to freeze after 130m. And with freeze i mean they stay on when you catch them in the moment. Tested with the helipad lights and these flash. So when you move away and they are on they stay on. Not what i expected.
The wiki also talks about ai moving through walls with super simple and simple objects but i don't know in what scenarios this is. I only have seen it happen because i put a object in their path. which is not the end of the world. Also chad optimized building seems to be no doors no window glass and no ladders.
Do support modules not work in multiplayer? Or did I place em wrong
Don't you have to sync them to the person who can use them?
Yea and I did they work in eden but not in mp
Can someone please tell me how I can fix my Arma 3 editor, it literally wont let me deploy; I set down an A-10 Warthog cause I really wanna learn to fly and I click "Play Scenario" and it literally does nothing.
Try without mods
If the issue still persists, check Steam game files cache
If the issue still persists, go #arma3_troubleshooting
Thank you man, I just tried without mods 2 mins ago which didn't fix it so how do I check my steam game files cache?
RMB in the pilot then play or idk my game is in spanish
!steamVerify
Steam file verification process:
Right Click on game -> Local Files -> Verify Integrity of game files
Mod repair process:
Open Launcher -> Right Click on mod -> Repair
how do i add multiple demolition conditions?
You can combine conditions with && (AND) and || (OR).
i've seen it
i mean more of the syntax
So in arma editor, how do I make my units face a certain way for an animation? moving them manually seems to be off and isnt always consistent.
by manually you meant shift+drag? maybe check out the lookAt command
Solved at #arma3_animation.
For future @copper kettle no crossposting
hey guys, i've been trying to make a respawn system where squadmates can spawn on another alive squadmates. I've tried using a simple solution where I've just synced a respawn position module to the players but this only works once and when they die, the respawn position also disappears.
is there a simple way around this?
is there a way to have patrols move in a certain path, often they ignore my waypoints and walk in the street and end up getting run over by squad cars
Where is Arma 3 music folder?
a3\music_f
So I can dePBO to use those tracks in my missions?
you can ofc unpack the PBO to have a look at the content, but for your mission there is no need to include those. you can simply use the path to those files like a3\music_f\name_of_track.ogg
Woa really many thank!!
The easiest way that i just found; use jukebox inside tools bar to find track name after copy this where you want use it>> playMusic "name_of_track"; <<
I have already achieved the part of reviving players and ia, but now i'm going crazy to get a darter uav to land i thought it would be easy putting a waypoint land but it doesn't work, the uav just falls and crashes no matter if the engine is on or not
what i am missing?
Is there a way to adjust the colors in the FSM editor? Viewing code against a white background burns my eyes 🤩
Yes, see the options in the editor itself
I could have black background, you can change about everything
is AI pathing (not sure if this is the correct term) not supported outside of terrain boundaries? ex. my players teleport to an "underground" bunker a ways off the map, AI will walk through structures instead of around them
this is a workshop terrain
I read before that AI will just walk through structures if they get "stuck" so to speak
Is there a way to make a trigger kill a player when they enter the trigger?
I'm trying to make respawn point anti-camp protection so OPFOR can't camp BLUFOR's spawn and vise-vera
Hey guys, I'm trying to make an IED truck using compositions. Is there any way you could link the use of the horn to 2 attachedTo ieds blowing up ?
I am not sure if it is useful, but I was thinking of using the [attached ied] setDamage = 1, causing it to blow itself up upon the player honking the horn?
https://community.bistudio.com/wiki/setDamage
The setDamage command can be used to kill units.
I think I've figured it out. Thanks for the help!
Hey, since you mentioned setDamage, do you know if it would be possible to do what I'm trying to do?
Just to verify - This did work. Thank you.
Making things explode via script is usually possible, but I don't know if there's an easy way to work with the horn. You could try and see if honking triggers the Fired or FiredMan Event Handlers.
I am now trying to have a trigger of 15m follow the truck, and set the damage of the bombs to 1 if there is a blufor presence. Ain't working so far, and I am not sure why. Any way to confirm if the trigger can actually follow the truck with attachTo, or does that not work?
EDIT: Turns out EH doesnt work for "honk"s. <Insert sad honks here>
//car goes "boom boom" if there are attached explosives to it upon "honk"ing.
if (!local this) exitWith {}; //Apparently this code is requested for zeus.
this addEventHandler ["Fired", {
private _vehicle = _this select 0;
private _weapon = _this select 1;
private _weaponName = getText (configFile >> "cfgWeapons" >> _weapon >> "displayName");
if (toLower _weaponName isEqualTo "horn") then {
{
if ("remote" in toLower typeOf _x) then { //Im lazy to go in game to check the parent class of all explosives soooo... workaround to that.
_x setDamage 1;
};
} forEach attachedObjects _vehicle;
};
}];
I usually dont give codes, unless I like the idea (altho I dreamed more of an Engine started and Kaboom style , but close enough). So here is an untested code for you that probably requires so much prayers to be able to run.
Also dont post same thing in multiple channels.
EDIT: Turns out EH doesnt work for "honk"s. <Insert sad honks here>
@past sun Hmmmmm give me a good 158972 years to figure out how this works and I'll get to testing it 😛 Thanks!
test it on debug first, then if fine, put it on initServer.sqf I guess?
Just attach demo blocks onto a vehicle with car name and test it..
Just to make sure we don't waste time, do you think this could be used in public zeus' profiling branch? Or does that not support this sort of method for activation?
oh u wanted it for zeus...
where do u put scripts for compositions?
I dont know how compositions' scripts work so :P
that's the problem, I know virtually nothing, all I know is that the init works in pub zeus-- I don't even think triggers are a thing sadly 😐
this is not using a trigger.
(I also don't know if zeus supports event handlers)
it does, dont worry.
Hm ok
is it simply grabbing init of objects?
is what doing that?
Uh, as in when you are in the eden editor and double click an object for example-- the large box that says "init" at the top...
ah okay
look can I just ask real quick-- do you know if there's something similar to unity like "getbuttondown" or something
for the horn i mean? or is it not that simple
it is not that simple, it is even harder :P
I updated code, should work fine
if the code ofc can work
but yeah enjoy testing, I dont open the game for scripts written for others. That is my deal. 
if it fails, it is probably due I wrongly assumed config read parts.
so you said to put it in the debug to test, where exactly is that?
forget it, slap this into init of car, run it , "honk" it and see if it blows up ^^
dont thank yet.
I dont , as it is not educative for people who wants to learn. ^.^
I don't disagree
if it doesnt work, then u ll have some stuff to learn though!
Yep
Btw make sure comments are removed then, I dont remember if inits of 3den supports comments
I did remove them yea, it didn't like them
Any idea on how to get a hold action via 3DEN Enhanced to activate the task that is next to it? I've tried some stuff with triggers but since it isn't a player or unit going into an area, it seems fruitless. I've gotten at one point but I was getting errors at the same time, even though it would assign the task.
@hazy totem The task framework is not limited to its modules, you can use the functions directly.
Assuming your task already exists, you can execute https://community.bistudio.com/wiki/BIS_fnc_taskSetState when the hold action is done to change the task's status.
@opaque apex the horn on vehicles is a "weapon" for the driver but afaik can't be fired or doesn't register like one. What you could do is check if driver of vehicle does LMB click and then like 1-2s later blow up the truck, enough time to have the "weapon" honk
Hey! I've been wanting a custom image to pop up on screen when my players hit a trigger - anyone know how?
i just overid my mission with a blank map, are there backups?
@shrewd gull Sadly there are no backups except you got onedrive backup your documents folder.
If you at some point ran it without saving, you may be able to find a "tempMissionMP" in your documents \ arma 3 \ mpmisisons folder @steep iris
Hey everyone I have a question. I want to make a trigger where once the bluefor reach a specific location ,the AI will attack. How can I do that?
Trigger anyplayer, server only and synchronized to enemy unit/s
Enemy units waypoint guard
in trigger Player present/no present choose what you want
is there a version of the radar complex (hq) with the stairs that lead to the underground section in arma 3?
i know this exists in dayz
hello everyone, im making a Star Wars Campaign where i want to pull out the following: ive made 1 map on the "Ebon Falcon"(yeah i tend to do that....like with Bobi-What-Kenaybee.,etc) where it is supposed to act as a hub where from there we go to the different "planets" there are.
So id like that map to be able to reload ANOTHER map according to the selection the captain makes. i hope i made myself clear.
I do that so i can do some space only missions where some crap goes wrong at the ship and we re forced to make a landing, etc
(Star Wars mods are kind of a no-talk around here, but you can still have scripting assistance)
your only chance for this would be to make a campaign with different missions on different endings, e.g mission1's End1 = mission2a, End2 = mission2b
@supple swan also no crossposting, see #rules - pick one channel and stick to it
@solid zealot There is a server config setting you can use https://community.bistudio.com/wiki/Arma_3:_Server_Config_File
also,any way to disable thermal imagery?
@solid zealot
https://community.bistudio.com/wiki/disableTIEquipment
afaik only works for vehicles
thx,and as before,is there any config to remove markers,or make individual markers?
which markers do you have in mind?
general drawings
or all sort of markers
unless you can pinpoint wich ones can
you want do disable the option for users to use markers / drawing on the map?
yup
and if possible,allow then to certain people
i think to remember that one can remove marker access to players, but tbqh i have no idea how to. allowing certain people to use 'em would most likely involve some heavy scripting
dw
you can ask if somebody knows a script to remove markers from player access in #arma3_scripting
Idk which channel but how do I stop AI commander from telling the entire transport of reinforcement to disembark upon encountering enemy squad and getting the entire reinforcement killed?
I was wondering why my reinforcement boys never arrived so I switched over 😂 damn it emily
how do I make my AI stay and garrison a building?
in eden editor?
I think AI automatically disembark a vehicle once they encounter enemy presence, in order to deal with said enemy presence
but I'm not entirely sure how to make them not do that
I dont really want to go the route of just ungrouping all of the units and making them all one-man squads cause I still want them to function as a unit
@plain kraken
I've never used this before but I found it on the wiki, hopefully it's of some help to you.
Description:
If cargo or turret units should get out of vehicle when in combat. If true, vehicle will stop and units will dismount. Vehicle must be local.
Syntax:
vehicle setUnloadInCombat [allowCargo, allowTurrets];
Example: _veh setUnloadInCombat [true, false];
So with this example, the guys in the back would be allowed to disembark, but anyone on a turret such as an M2 or CROWS wouldn't be allowed, good for soft-dismounts, just set it to false to forbid the passengers from disembarking.
Yea in eden editor
Thank u I will try after get home.from work
No problem, let me know if it works, I'm curious myself.
Yesterday I spent hours trying to lock damn AI in the vehicle
Has anyone used the Civilian Presence modules? I've set them up correctly, even got the civilians that are spawned by it to wear randomized clothing from an array of whitelisted items I sifted through, however when I enter the towns I've set it up in it takes anywhere from two to four minutes for the AI to begin spawning.
In playtesting my players dubbed it the 'birthing delay', any ideas if it's just the way the module reduces lag? I've also removed my randomized clothing script to check if that was causing it, it was not, and the AI spawned are Agents, so they shouldn't be taking much to process.
it seems like I will have to just ungroup them all
at least the ones garrisoning buildings
@tulip ridge
If your only goal is to make the AI stay in the same spot you put them in inside the editor, try the following.
this disableAI "PATH"; // put this in the init of all the units you want to stay put, and they won't be able to move but will be able to rotate on the spot to fire and look around.
Fair warning though if you set them on a window and want them to look out of it, the quickest way to do it would be to disable their pathing and remove them from their group, when working as a unit the AI like to watch different angles when stationary, so your sentry AI could decide to stare at a wall, not ideal.
I have a problem with a mission I created. The mission at first was going well and I had no problem but now every time I try to start it I close the game and I skip the following error: 0xC0000005 Status access violation. Is there a solution?
This is most likely not a mission error? Google this code + "arma 3", this should provide you with some #arma3_troubleshooting answers
hello i downloaded a mission from the steam workshop followed this tutorial https://forums.bohemia.net/forums/topic/231279-tutorial-how-to-edit-a-steam-workshop-mission-scenario/
but when i go and open the mission in the editor, it doesnt show up
^mission folder
^mission not showing up
ive tried putting it in the missions folder
@keen magnet Do you have multiple player profiles for Arma? That's top right corner of the main menu.
I have 3 profiles, steam using my real name and 2 "alts"
Is there a mission.sqm file inside the "[SP}air..." folder ?
If you change the name of the folder by removing ".Altis" from the end, can you see a folder in the mission browser?
Don't think Arma cares. On a side note: did you restart the editor after pasting the folder ?
nope
nada
If it doesn't show up, then the editor is looking into the wrong folder.
It should show up as a regular folder now.
should I throw some random shit into a map and save it and find where it went?
I might be missing something. Sorry I can't help offer any more tips from behind my telephone
Good idea
brb
done but windows being slow af cant find the folder fast enough smg
what is needed for the Eden Editor to see a directory as a mission:
- a directory in the proper sub-directory
- this directory being named something.validTerrainName (e.g
.altis, casing doesn't matter) - this directory having a
mission.sqmfile in it
waot
Eureka? Or...?
\https://cdn.discordapp.com/attachments/483421608833187860/900755598415646740/unknown.png
windows
smh
AHHAAA!!!!!!
arma 3 put my mission in the game directory on my external drive
not in my documents folder
Interesting. Are your user folders write protected by Windows?
idk
I mean, that's not important now. Happy you found the mission editor folder
Hey,any tips on how to do a TvT missio well balanced and fun'
i'm having issues because on a "defend point" mission,where the ojective was to destroy/defend a side,one team used basicly suicide bomb cars
on a milsim scenario,where they were nato
also,how can i do respanw correctly,because it was common for me that the vehicle would clip with another respanw and self destroy
with the preserve wreck option
I'm making an zombie campaign with rhs mod
I wanna make zombies spawn in map
But only when I reach an certain location
For example if I love 1km zombies spawn in that raduis while they get delete in other area
Etc
😂 I have no idea if I explain it well, If enyone know how that will be cool
how th do i get it so your loadout is saved?
ive clicked save loadout in both ace and vanilla
but nooooooooo wont save
where do you try to load it?
im not sure what its called but how dose one achieve the interactive map from the base single player map where it shows squads u can click on and show the command structure
ORBAT, is what you are looking for.
thanks!
Hey guys, I'm working on a movie but I have a problem I can't seem to figure out. In this scene I want the sniper to rest on the bag, but when I start the scenario my bag spawn 3 meters aside, this is due to the actor's hitbox colliding with the bag. do you know how to disregard that and tell the bag to spawn there regardless? It's already a simple object without damage or simulation.
https://imgur.com/a/I1NP3Fi
need help about editing , ive added custom music to my mission but its only 3 min , can anyone tell me how
to make it repeat
how do you create the bag? also e.g a simple object would not move
and it spawns at the proper position if you move the sniper away?
How do you play the music? Trigger? Scripting command?
If you want to avoid scripting you can either set your music trigger to "repeatable". Or you can play with: https://community.bistudio.com/wiki/addMusicEventHandler
as in saved when you die
so it gets given back to you when you respawn
oh that's mission-specific then
does it require scripting or is there an option somewhere else i need to click?
are you creating your own mission?
But it doesnt appear to work
I don't know what that loadout box does, not vanilla
Will that link respawn them with the equipment they had when they died or when the started the op?
when they started (but only players, not AIs)
wiredly no. same issue now
so it's only an editor/game mismatch, offset the bag and you're good to go 😉
so after further testing it seems to colide with the tree. Spawning it a few meters away fixes it
Hi, I want to practise some jet flying. How do I make my vehicle respawn 100m above the ground level like in Hell-Heli scenario? I'm completely new to this and don't know any scripting.
I figured out how to make some basic respawn (through multiplayer settings and Vehicle Respawn something) but I can't find the option to set respawn height
I could recommend you *cough* someone's *cough* jets mission
technically-wise you would need to create the vehicle "manually" using "FLY" with createVehicle
where can i find repeatable
nah i dont know about scripting , i just want to know a way to make my custom music repeat it self when it finish
btw my music is not from the game i got it from youtube and i scripted it to make it in my mission
Any recomendation for a TvT mission?
having issues doing it because all the time one side was raging of being boring
i did repeatable but it dont repeat
Thanks for recommending my jet mission 😛
woops
Or just put it up high enough in the editor. That makes it fly without takeoff too
respawn
Missed that
There was a way to make vehicles spawn where they were placed in editor when killed
Dont recall
But you can just hit restart to redo the mission
Morning guys! (or whatever your time is 😛 )
I am trying to make a task for for map reading, and I was thinking if you have any good ideas?
I have been looking for a trigger which gets activated by a specific message in chat, I.E the task would be completed by a person writing the correct coordinates. I have not been able to find such cmd/script, so I was wondering if you guys had some good ideas?
Eventhandler handlechatmessage
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#HandleChatMessage
Do you lose side relations for killing civilians? Uhh asking for a friend 🤔
You can be shot by your own side yes
is there any way to change the weather on a permanent way? eg; infinite rain
or stuff like that
set star weather to X and set the forecast to be the same
and then as backup you can run a periodic weather script to keep the weather same
can you apply a texture onto a face during a mission?
I'm looking at the setFace script
is there a way for me to use a custom image instead of having to make a mod for it
no
does anyone know how to host a arma 3 zeus multiplayer server that i can play editor with my friends? the youtube videos dont help that much hoping someone here knows how to do it
https://www.youtube.com/watch?v=k3ZhcJiyaHE
Anyone know how such an overlay could be achieved?
can you disable certain ammo from any turret/vehicle?
How can i disable alt+click teleport in game?
@solid zealot https://community.bistudio.com/wiki/onMapSingleClick
How do you do the tail rotor failure script?
syill
*still
how
With scripting, yes. There are number of ammo and magazine related commands
A basic tail rotor hit would be sth like "setHit ["mala vrtule", 1];"
Is that Lua Language or what
SQF scripting is Armas/RV engines own scripting language
Tysm ◠‿◠)
assuming that is the hitpoints name. It may vary between vehicles
Hence basic, not mod / DLC XY
any other way?
heya,can you disable thermals on modded vehicles?
Oh,it doesn't care about mods?
Rhx
*thx
Holding shift to rotate used to reset any axis rotation on objects correct? How come this is no longer working
was fixed in 2.04
moving the object still resets the rotation?
okay you can set the rotation manually by opening attributes and entering 0 for all rotation axis
Exactly what I don't want to be doing
How come a "fix" was pushed for it? It was completely fine the way it was
there's also this option
I think you're missing my point
imo it is a good change
rotating an object along the global z axis is now way easier when you set a rotation before
like, there are multiple options to reorientate an object to be upwards than there were options to rotate a skewed object around its z axis
I don't think taking out the old system was the way to go
Awful change to adapt to for myself
Anyone got the line of code for JoinSilent can't get it to work
[ _unitOne,
_unitTwo
] joinSilent player;
Ok, thank you is there a group version too?
im experimenting around with the Bomb= trigger to make things explode but I cant find a page for that one on the wiki, how do I go about finding the names of the different explosive types
for example found this one in a video ""M-Mo_82mm_AT_LG" but trying to figure out where I can look up the names of the other ones
@magic spindle
This may help :
https://community.bistudio.com/wiki/Arma_3:_CfgMagazines
Or do an internet search for 'Arma 3 bomb script' and poke around to see what others are using or for any useful links.
tyvm
@unique trellis according to #rules, please no links without description of what they are
deleted.
for releases, see #production_releases 😉
I’m in clip here ain’t I 😂
it's all good, no worries 😄
is there any way to disable map teleport?