#arma3_editor

1 messages · Page 55 of 1

solid zealot
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wait

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i can do it more efficient

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w/ 2 sectors removed

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the way i've did it is so when the triggers activate,they deactivate/activate other sectors

past sun
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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.

solid zealot
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pls pass then

past sun
meager kayak
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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 ?

meager kayak
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I dont get how it works

shrewd wadi
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trigger2Name being the variable name you give to the trigger (in attributes/double click)

golden nova
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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?

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Like can someone get in a voice chat with me so i can stream my problem and someone walks me through it please?

wind raptor
ebon forge
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[] 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?

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It works fine when I just use

driver yourHelo forceWeaponFire ["CMFlareLauncher", "Burst"];}; 
```on its own, what am I doing wrong?
small patrol
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Works fine for me

ebon forge
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Hmmm

solid zealot
solid zealot
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@past sun another way to make it more efficient is adding more disabling per trigger

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so you only need 2 triggers to respond per side capture

blissful otter
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How do I set off an action if two triggers are met

visual frost
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Noob question:
I want a trigger to activate when a variable enters its area. What should I type in the condition?

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It's a cargo mission, so I basically want it to activate when the cargo reaches the destination

wind raptor
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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.

past sun
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or simply variable inArea thisTrigger without bothering rest of condition

visual frost
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Okay, thanks!

blissful otter
blissful otter
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What is thisList then

wind raptor
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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.

visual frost
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So basically you instructed me to add my object to the "Activation" list?

wind raptor
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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.

visual frost
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Oh, I see

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Thanks again

prisma oyster
fervent glade
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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.

plain gale
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@fervent glade This is exactly why we have layers in Eden Editor 🙂

fervent glade
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Thank you!!

paper cipher
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hmm never used layers in mission editor, seen few people use them in twitch streams. maybe I need to look into those.

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I like the comments feature, good to do real in-game campaign/mission design docs 🙂

fervent glade
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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.

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And I was wondering if there was a technical reason for that other than faster generation.

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Thank you R3vo!

plain gale
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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.

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The Old Man Scenario actually uses layers to dynamically spawn areas of interest

fervent glade
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That's awesome. And gives a lot more power to mission makers I think. Thank you for the great info and link.

paper cipher
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will definitely read the docs.

paper cipher
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that page was a good read thanks for linking it.

plain gale
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Guess I spent my time writing this at least well once 😄

dim kindle
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Trying tomake it so a custom group of vehicles spawn using grad civs but got this error

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["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?

cloud moss
# dim kindle ["007_passanger_car","007_military_truck_civ_transport","SIG_SuperBeeB","SIG_Sup...

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?
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also what do the CBA options look like? is it an editbox where you paste that array?

blissful otter
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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

lilac quest
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is it possible to restrict a respawn pos to only be active when a certain sector is controlled

obsidian moon
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can sp missions be reverse engineered to co op

plain gale
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@obsidian moon Most of them probably can but not without scripting knowledge.

obsidian moon
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i cant even get the sp mission to open in eden

wind raptor
# lilac quest is it possible to restrict a respawn pos to only be active when a certain sector...

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

wind raptor
# obsidian moon i cant even get the sp mission to open in eden

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.

paper cipher
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mikeros tools. extractpbo unpacks and makepbo packs.

analog spindle
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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

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DM me if you're Interested in it

prisma oyster
granite ferry
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In the eden editor, how can I get rid of Zeus having to wait some time before his first "spawn"?

Please tag when replying

worn fiber
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Help

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I just booted up arma 3

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And for some reason the markers and waypoints on the editor look too small

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I didnt even change any settings

patent thorn
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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?

shrewd wadi
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Try with the Edit Terrain module and put it right on top of the object you want to hide. It should attach to it.

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If it doesn't attach, welp blobdoggoshruggoogly

dim kindle
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Looking for eden editor where can I find one?

shrewd wadi
bronze peak
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Hey, I don't suppose anyone knows of a tinnitus sound in the base game?

pallid radish
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Does anyone have an OBJ of the pine trees seen in altis?

last aurora
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No. That's a BI model which is not to be debinarized and the model not to be edited

pallid radish
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So it can't be exported?

sinful zenith
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no

dim kindle
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anyone know which module you sync with the game master to allow that zeus to build objects or units?

reef moss
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Hey can I place Livonia buildings on a map and still have people without CONTACT play the mission?

last aurora
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i think to remember this should be possible

reef moss
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Yeah I was 75% sure, just wanted to double check before I go laying in a bunch of assets
Thanks

last aurora
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if i'm not mistaken the assets where moved to the base game (enoch) so modders can use them

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but don't pin me on that please 😄

reef moss
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Awesome thank you

spare trail
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How can I get the class of a missile from a jet?

small patrol
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Context?

ruby lily
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I've got a slight locality issue or something, I'll list what I did below

  1. 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)
  2. 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?)
  3. trg1 is synced to a task state succeeded
  4. 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
uneven leaf
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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

solid zealot
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what can i do to setup a "respanw when the group is dead,or when this time passes on"

elfin creek
solid zealot
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and i cannot find a guide that explains it into a practical level

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do you have to know beforehand any other coding language?

elfin creek
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I'd say no since I never did. 😅

solid zealot
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so we're both speculating on how to actually do it xd

elfin creek
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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.

solid zealot
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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

solid zealot
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then i may ask,any good guide for rock botton begginers on scripting arma3?

elfin creek
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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.

dim kindle
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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)

elfin creek
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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.

elfin creek
solid zealot
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they're a few lines of code copypastable that disable pathing untyl a player triggers then

solid zealot
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that would disable all units movement you placed that code unless they have enemy contact

craggy mesa
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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

prisma oyster
craggy mesa
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I'll try it using the ffmpeg command listed in the wiki! thanks for the tip!

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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

prisma oyster
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yeah well the command/function is not the issue, no command (should) crash the game

dim kindle
solid zealot
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is better than completely disabling the pathing

craggy mesa
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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];

dim kindle
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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

uneven leaf
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Would it be possible to make an ai play an animation when it reaches a waypoint

small patrol
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Yes

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playMoveNow or something

rose copper
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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

cloud sparrow
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yes, the restrictions only apply to driveable/wearable assets.

rose copper
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thank you for the fast answer

lofty sundial
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I had some vehicles going over a bridge whilst making a mission

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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.

dim kindle
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whats the aniamtion where ur soldier rests his gun on his shoulder

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like points it into the air, i cant post pics

vestal perch
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Could be from one of the screenshot animation packs

dim kindle
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think theres a default one

cyan garnet
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unless it's a different animation pack, but it's something like that

dim kindle
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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?

prisma oyster
dim kindle
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thank you for the help

uneven yoke
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Does anyone know how to disable auto scale for the map texts and icons when scrolling in/out?

small patrol
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Impossible

primal wave
craggy thicket
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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

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one thing i do is i rotate an object and then look at the rotation values and write them back after moving an object

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but it is sort of tedious

prisma oyster
dim kindle
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how can i make a city look like its in ruins?

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is there a way?

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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

dim kindle
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thanks man

hasty igloo
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can someone give me a refresher on the editor i forgot how to set my triggers properly after 3 years of not making mission.

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you can DM me anytime and ill share my screen. ill be very gratefull

plain gale
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Just ask here, no need for dm

prisma badge
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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?

prisma oyster
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Yes

lofty sundial
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Aight super dummy question

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trying to manipulate all objects in a group and disable ai and stuff

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{
_x disableAI “MOVE”;
} foreach (units this);

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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

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So my dummy question is how to do this but for groups

hasty igloo
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I got the trigger working but no notifications are seen on screen when its completed. Has this to do with a timer thing?

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Sorry if its not very detailed im quite busy

tardy tangle
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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

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go into the general voice chat to help me please

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@prisma oyster may i bug you for a hot second on a eden editor questions

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im in the gen vc

small patrol
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Suggest you not to ping a developer like that

tardy tangle
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ok but i do need some help trying to do this 1 thing

small patrol
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Then describe here not somewhere else

tardy tangle
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im trying to set a custom image to a whiteboard but the way the youtube vid showed how to do it does not work

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you free to hop in gen vc so i can screen share

small patrol
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No

tardy tangle
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so how do i do it bc this is the first time im doing this techy stuff on this game

small patrol
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If you want to share a picture, imgur

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Also describe precisely. You said only summary not details

tardy tangle
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imgur?

small patrol
tardy tangle
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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

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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

small patrol
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  1. How it doesn't show?
  2. Errors?
  3. What script lines you use?
tardy tangle
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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

small patrol
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Okay, HOW did you made that paa? Did you use a proper tool to convert it?

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eg TexView

tardy tangle
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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

small patrol
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If what you say is true, the video is pure garbage

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  1. Arma 3 can accept jpg
  2. That's not how to make a paa
tardy tangle
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well how do i get the image onto the white board then

small patrol
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setObjectTexture command

tardy tangle
tardy tangle
small patrol
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Geez... that video is TERRIBLE

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  1. Make sure your picture has power of 2 resolution (eg 8,16,32,64... 2048,4096).
  2. Place it into a mission folder. I guess you know how to do that
  3. Put the texture path into Texture #0 in the Whiteboard's attribute
tardy tangle
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brain dies

supple rampart
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How do I make drones/jets use the slingshot on the uss freedom?

small patrol
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Slingshot?

sacred schooner
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Players just need to roll up and hold space. Not sure about AI

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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

supple rampart
small patrol
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I thought its called catapult

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Anyways what Murix says

storm elm
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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?

paper cipher
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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.

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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.

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I know its stupid to have one vehicle per group, but whats the alternative... group of non moving vehicles 🙂

storm elm
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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.

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Yeah looks like you're right. Only one driver per group works.

uneven hare
#

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?

small patrol
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Make a trigger, make a proper condition and use BIS_fnc_endMission function, I guess

uneven hare
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ok cool i try to look into that

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thnx

dim kindle
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hello people is there a way to make a trigger that makes a squad move somewhere when you move to the trigger?

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is something like that even possible to achieve?

dim kindle
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but if i use the waypoint they will be at the location i want them to go to already

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before i even arrive at the rv

plain gale
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you can activate the waypoint with a trigger by syncing it to it

dim kindle
solid zealot
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is there any syntax to add a trigger when a side captures a sector module (not the trigger version)

past sun
# solid zealot is there any syntax to add a trigger when a side captures a sector module (not t...

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

brisk raven
#

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

solid zealot
plain gale
brisk raven
#

thats a damn shame

past sun
# solid zealot w/ no stripts?

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"?

solid zealot
past sun
solid zealot
#

syntax examples

#

very noob on scripting

past sun
dim kindle
#

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?

plain gale
#

1/0 = numbers, true/false = boolean

#

Different data type.

bitter notch
#

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};
};

};`

prisma oyster
#
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

formal muralBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
bitter notch
#

ah thx

prisma oyster
#

but with cpp instead of sqf

bitter notch
#
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)

prisma oyster
bitter notch
#

gonna try that.

#

nope. still the same error message

prisma oyster
#

the line above…?

#

because, from what I see so far, there is nothing wrong

bitter notch
#

i guess i will try retyping that whole part. Probably some tabs in there.

prisma oyster
#

tabs are OK though; just that… sometimes a copy/paste has weird chars in it - it happened even on the wiki with e.g “”

bitter notch
#

thats strange. Guess thats ASCII ¯_(ツ)_/¯

prisma oyster
#

works now?

bitter notch
#

Okay, i tried retyping that whole SFX-class. Still the same error (' ' instead of = )

prisma oyster
#

hmm
so "just this" in a description.ext would trigger that then? lemme try

bitter notch
#

yep it does. Just tried it myself

storm elm
#

What is the map name for Southern Sahrani in CUP

#

?

bitter notch
#

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

storm elm
#

Cheers

rustic zodiac
#

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?

#

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.

wind raptor
#

Mission config CfgSounds is special, the path needs to be "@A3\music_f_oldman_music\radio\dance\Track_D_01.ogg".

rare grove
#

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]

wind raptor
#

@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.

mighty island
#

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

mighty island
prisma oyster
#

yes

mighty island
#

ok tnx, sorry for poor knowledge, learning process...

prisma oyster
mighty island
#

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?

prisma oyster
#

nope, nothing
but chances are that your file is description.ext.txt if you don't show file extensions in Windows perhaps?

mighty island
#

made sure to show extensions and added ext, deleted txt

prisma oyster
#

may I ask you what is in the file right now?

mighty island
#

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!

prisma oyster
#

well thank you, anytime!
the image should ideally be 2048×2048 resolution, and should be edited accordingly yes 🙂

vapid mason
#

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?

scarlet surge
#

AI mods might be worth a try, LAMBS and VCOM come to mind.

#

@vapid mason

visual needle
#

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)

scarlet surge
#

if you don't want him to move until he gets into contact

doStop this;

into his init field

grand trout
#

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!

vapid mason
scarlet surge
#

just copy pasting that in there works

fading elm
#

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?

earnest oracle
#

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?

fossil grail
#

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

prisma oyster
harsh sequoia
#

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?

plain gale
#

For a generating a random pos around a center you can use alt syntax 3 of getPos

wind raptor
earnest oracle
#

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.

wind raptor
#

@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`.
earnest oracle
wind raptor
#

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
};
earnest oracle
#

I'll have to play with it tonight

hollow brook
#

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.

ruby glade
#

string the conditions together with or (||) operators?

hollow brook
#
(blue1 distance green1 <20;,
blue2 distance green1 <20;);

@ruby glade Like this?

ruby glade
#

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 notlikemeow

hollow brook
ruby glade
#

oh i didn't know it would be animated

dim kindle
#

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

earnest oracle
#

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

prisma oyster
#

wrap your code in [] spawn {} to allow sleeping

earnest oracle
#

Got it working now, thanks. I tried that earlier and it wasn't working. Dunno why.

prisma oyster
shrewd gull
#

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

golden aurora
cloud kestrel
#

how do i upload a custom compo? i can see the option on publisher

small patrol
#

Not publisher. Via Eden Editor

modern anvil
#

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 ;

plain gale
#

Mod related, perhaps RHS perhaps a other mod

modern anvil
#

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

plain gale
#

How many mods are you running?

modern anvil
#

37

plain gale
#

Only way to figure out what's causing it is to disable them one by one an check again.

modern anvil
#

Oof

plain gale
#

But from the script path it seems like rhsusf

#

so start with that one

modern anvil
#

Welp, pray for my sanity as I take this journey brother. Thanks

small patrol
#

Isn't removeAllUserActionEventHandlers 2.06 command?

#

Yes it is. So it is why, your game is 2.04

plain gale
#

Good catch.

#

@modern anvil You can switch to RC branch to see if it works then

cloud kestrel
plain gale
#

Yes

supple rampart
#

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

supple rampart
#

Thx, will try out

wicked phoenix
#

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

harsh sequoia
#

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?

humble locust
#

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?

plain gale
#

@humble locust Use the initPlayerLocal.sqf instead

#

and add the insignia per player from there.

uneven hare
#

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?

prisma oyster
uneven hare
#

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?

dim kindle
#

in the editor there is a performance tab where you can enable cleanup of bodies and wreckages@uneven hare

uneven hare
brisk raven
#

is there a way to edit pre-placed tasks while in zeus?

uneven hare
#

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?

prisma oyster
#

now it depends, are you talking about having an Arsenal interface where you can click & choose clothing/weapons/items?

uneven hare
#

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..

sweet burrow
#

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.

west crag
uneven hare
#

jep nice i found the creates it works great..

magic spoke
#

are there way to make 4 faction ?[not civ]

small patrol
#

If you meant sides (BLUFOR, OPFOR, Independent...), NO

lunar pier
#

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

last aurora
#

look out for Alias' scripts

dim kindle
#

Hi, im trying to get items attached to a tank to make a composition rotate with the tank's turret, is that possible?

prisma oyster
#

yes

small patrol
#

Also followBoneRotation

dim kindle
#

Sorry, im reading it but I dont quite get it?

prisma oyster
#

what don't you get?

dim kindle
#

how to use mempoint or followbonerotation.

small patrol
#

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

dim kindle
#

Cause I also dont see the method I am using right now which is attachToRrelative?

prisma oyster
#

that's a function

small patrol
#

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

uneven hare
#

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.

wind raptor
#

Unfortunately, the vanilla support framework does not provide such functionality.

golden aurora
#

I'm pretty sure it has configurable cooldowns for CAS, artillery support and the like

#

However it is not vanilla

uneven hare
#

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..

turbid sage
#

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?

prisma oyster
#

yes, see the workshop

turbid sage
#

Gotcha. Thanks.

prisma oyster
#

CUP has (more than) one iirc

last aurora
#

nope, we don't have an AC-130, but the USAF mod has a kickass version

#

@turbid sage

turbid sage
#

Thank you audio. I appreciate it a lot.

last aurora
#

🤘

mighty island
#

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

dim kindle
#

How do I get multiple of the same composition to spawn without going crazy?

scenic shale
#

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

fallen garden
mighty island
plain gale
#

IIRC it's an attribute or so.

#

It opens a UI in which you can rotate all 3 axis

mighty island
#

ok tnx

meager kayak
#

Hi, what are the real utility of the Compat mod between Ace and CUP for exemple?

dim kindle
# meager kayak what u mean exactly

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.

honest niche
#

Anyone aware of what unit of measurement arma 3 used for angles in relation to artillary? Is it Milliradians or NATO Milliradians?

meager kayak
runic helm
#

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?

prisma oyster
#

(or you would group them and set the leader's presence iirc, but IDK if you can group modules)

runic helm
#

is there an easy way to do that with in-editor tools?

#

il try grouping now

dim kindle
#

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

prisma trench
#

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

scarlet surge
#

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.

vocal valley
#

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

fallen garden
#

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

dim kindle
#

How do I fix "mission terminated bc dlc content required

#

Sry if it is the wonng tag

viral gorge
small patrol
#

In Editor you can set the DLC dependency regardress what's inside. I forgot where to set but in Eden you can

viral gorge
#

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

zinc river
#

Hey so when I spawn a composition how do I spawn it so its not fucked

prisma oyster
#

properly

#

(and language 🙄)
try changing a setting about ground level

marsh girder
#

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.

meager kayak
#

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) "

prisma oyster
#

you cannot without a mod

meager kayak
#

what mod

#

i use ace for exemple

prisma oyster
#

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

meager kayak
#

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

prisma oyster
#

I assume you are not in the same group
I would tell you to use kbTell and such but it might be overkill

meager kayak
#

what is kbtell?

#

yes we are not in the same the group

prisma oyster
meager kayak
#

mhhh.. If you have any other idea to make a chat with NPC im ok haha

prisma oyster
meager kayak
#

thx i gonna check

#

Woow hahaha ok that seems hard to understand specialy for not english speaker

#

i gonna try

supple rampart
#

What’s the simplest way to make an attack helicopter fly around and shoot stuff on the ground.

fallen garden
#

seekd and destroy weaypoint and a cycle

zinc river
#

NVMMMM

warm bone
#

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

tired chasm
#

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

hollow harness
#

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

harsh rune
#

How do i use timelapse

#

and put blood to where they were shot and have it visible like visible bullet wounds

spiral garnet
#

Hey so I wanna enable the "U" menu in a mission I'm working on, how would I do that ?

uneven badger
#

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

wind raptor
# uneven badger In my mind, only the server evaluates when the EH is triggered, but it's effects...

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?

uneven badger
warm bone
#

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

plain gale
#

Just try it, but I doubt it will work. Perhaps if it moves really slow

warm bone
#

really really slow

#

I'll have a go tho

uneven leaf
#

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

carmine spear
#

any advice would be greatly appreciated

wind raptor
#

@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.

carmine spear
#

thank you

main axle
#

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

cloud sparrow
#

try reveal command

#

maybe something like:

units playerSide reveal player;

etc.

spiral garnet
# wind raptor https://community.bistudio.com/wiki/Arma_3:_Dynamic_Groups

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 ?

uneven leaf
#

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

solid zealot
#

How can i change a pylond loadout on the editor?

solid zealot
#

how can a change the pilons of an airplane

#

or helicopter

uneven leaf
#

wdym piloms

#

pilons*

solid zealot
uneven leaf
#

do you mean dynamic loadout?

solid zealot
#

bombs,rockets,etc

solid zealot
#

as well

uneven leaf
#

so

#

you double click on the plane you want

#

and then there is a tab called dyanmic loadout

#

and you can customize from there

solid zealot
#

ok

#

found it,thx

uneven leaf
#

np

fallen garden
#

@uneven leaf about your issue - try changing the respawn parameter to delete when abandoned so the vehicle does not get removed by an explosion

wind raptor
dim kindle
#

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

warm bone
#

You mean respawn tickets?

#

It shouldn't fail when they run out

thorn patrol
#

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

dim kindle
#

reason

fallen garden
#

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.

warm bone
#

@dim kindle I'll get back to you. Don't have access to arma now

autumn blade
#

how do I get zeus aircraft to fly at certain altitudes

ruby lily
#

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

prisma oyster
#

or changing file name, etc

ruby lily
sterile shard
#

One message removed from a suspended account.

#

One message removed from a suspended account.

wind raptor
#

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.

main axle
#

How can I customize the end screen for Win/Lose when using End#1/Lose triggers

craggy thicket
#

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

ashen acorn
#

hello

#

how i find the mod i installed in the addon folder

ashen acorn
#

nvm found i think

teal cloak
#

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?

oblique radish
# teal cloak Hey guys im making this massive airfield attack mission for myself, i made some ...

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

teal cloak
teal cloak
sick prairie
#

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?

teal cloak
sick prairie
#

Ill try it thanks

teal cloak
#

Good luck i will be waiting

sick prairie
#

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?

teal cloak
#

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

sick prairie
#

so then connect the get in to a get out wapoint further away?

teal cloak
#

Also if you want to make some hot insertion or something just make the "transport unload" Set to careless

sick prairie
#

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?

teal cloak
#

Yes

#

Oh you want to make some extraction stuff?

sick prairie
#

YES THAT WORKS
LET SGO

#

TYSM

scarlet surge
#

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.

prisma oyster
#

description.ext takes precedence on Eden settings; you might need another entry though (see the doc)

#

although onLoadName looks right.

scarlet surge
dapper crypt
#

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

wind raptor
#

@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?

dapper crypt
wind raptor
#

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.

dapper crypt
#

ok, I will keep investigating with your information. Thx very much

crystal aspen
#

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?

woven rune
#

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?

golden aurora
harsh rune
prisma oyster
harsh rune
#

Yes

woven rune
#

is there a way to make a spawn ai module spawn whatever faction owns the zone its synced to?\

#

nvm

mild obsidian
#

how can I disable damage of all objects for a specific classname using a game logic

woven rune
#

is there a way to make turrets fight for side that captured its sector?

wind raptor
#

@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).

wind raptor
plain gale
#

Running it on the server only should suffice in multiplayer

wind raptor
#

@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?

mild obsidian
#

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

wind raptor
#

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.

mild obsidian
#

Hmm, alright ill test it out and let you know. Thanks!

wind raptor
woven rune
#

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?

meager kayak
#

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

solid zealot
#

how can i do a vehicle respanw system

#

so it works like a button

meager kayak
#

Spyder addon

#

the mod

meager kayak
nocturne oar
#

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.

warm bone
#

can you just tell them to change beforehand?

cloud sparrow
#

You can overwrite their chosen face with a script. initPlayerLocal.sqf + setFace should work fine.

wind raptor
solid zealot
#

how can i can setup the vehicle respanw so it only counts the deserted distance from one side?

prisma oyster
#

I don't think it is meant to do so, you may therefore have to write your own

golden aurora
#

Does anybody know of any Arma-3 modding discord servers? Like, a community of modmakers that I can contact?

golden aurora
wet pawn
#

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 ?

prisma oyster
#

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)

wet pawn
#

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.

rose copper
#

usually the ai is eating your framerate

wet pawn
#

show me benchmarks

#

don't just say things

rose copper
#

put 100 players on the map and its all ok. put 100 ais on it and its down

rose copper
prisma oyster
cloud sparrow
#

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.

wet pawn
#

So having headless clients and offloading it actually does a lot for performance on the server. Are their benchmarks of this ?

prisma oyster
#

mayhaps on the interwebz/forums

#

what is your current goal?

wet pawn
#

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.

prisma oyster
#

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 😉

wet pawn
#

That kind of brings me back to what i already knew and did.

severe matrix
#

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.

wet pawn
#

You have this server at your home ? OR is it a box in a datacenter ?

solid zealot
#

I have a question,can you set up on the editor to where is the turret is aiming at?

#

For artistic purposes

warm bone
#

@solid zealot You might have to start the game, turn the turret, then stop time and go into spectator to take the pic

open kelp
#

I tried googling this but to no avail, how do you mark the AO with a square or something and darker on the outside

solid zealot
wet pawn
#

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

prisma oyster
#

if you mean the scene itself, nowhere I am afraid.

wet pawn
#

So we have to make it ourselves. Seemed like something valuable to test mods with.

wet pawn
solid zealot
#

also

#

how can i do a vehicle respanw that keeps the same appearance settings?

prisma oyster
#

grab the textures and the animations

solid zealot
prisma oyster
#

getObjectTextures, etc 🙂

#

animationNames
animationSourcePhase

then set with animateSource

solid zealot
#

however

#

is there any way to keep vehicle settings when a vehicle respanws with the vehicle respawn module?

wind raptor
open kelp
copper kettle
#

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.

dreamy pagoda
# wet pawn Question about simple objects. As i read it on https://community.bistudio.com/wi...

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)

wet pawn
#

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.

wet pawn
#

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.

rapid nimbus
#

Do support modules not work in multiplayer? Or did I place em wrong

wet pawn
#

Don't you have to sync them to the person who can use them?

rapid nimbus
odd viper
#

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.

prisma oyster
odd viper
plucky meteor
formal muralBOT
#

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

solid zealot
#

how do i add multiple demolition conditions?

wind raptor
#

You can combine conditions with && (AND) and || (OR).

solid zealot
#

i mean more of the syntax

copper kettle
#

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.

cloud moss
vestal perch
sacred nest
#

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?

deep wagon
#

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

solid zealot
#

How can i make an item destructible?

#

i'm having undestroyable boxes

zealous grove
#

Where is Arma 3 music folder?

last aurora
#

a3\music_f

zealous grove
last aurora
#

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

zealous grove
#

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"; <<

zealous grove
#

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?

unkempt bison
#

Is there a way to adjust the colors in the FSM editor? Viewing code against a white background burns my eyes 🤩

prisma oyster
ruby lily
#

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

dim kindle
#

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

opaque apex
#

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?

dim kindle
opaque apex
dim kindle
wind raptor
opaque apex
past sun
# opaque apex Hey guys, I'm trying to make an IED truck using compositions. Is there any way y...

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>

opaque apex
#

@past sun Hmmmmm give me a good 158972 years to figure out how this works and I'll get to testing it 😛 Thanks!

past sun
#

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..

opaque apex
#

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?

past sun
#

oh u wanted it for zeus...

opaque apex
#

yeah 😐

#

sorry

past sun
#

where do u put scripts for compositions?

#

I dont know how compositions' scripts work so :P

opaque apex
#

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 😐

past sun
#

this is not using a trigger.

opaque apex
#

(I also don't know if zeus supports event handlers)

past sun
#

it does, dont worry.

opaque apex
#

Hm ok

past sun
#

is it simply grabbing init of objects?

opaque apex
#

is what doing that?

past sun
#

composition system

#

where does init come from I mean

opaque apex
#

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...

past sun
#

ah okay

opaque apex
#

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

past sun
#

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. meowtrash

#

if it fails, it is probably due I wrongly assumed config read parts.

opaque apex
#

so you said to put it in the debug to test, where exactly is that?

past sun
#

forget it, slap this into init of car, run it , "honk" it and see if it blows up ^^

opaque apex
#

oh i guess you meant debug console

#

well anyways yeah ill do some googling

#

TYVM 🙂

past sun
#

dont thank yet.

opaque apex
#

the effort counts considering you usually dont do that sort of thing

#

shrug

past sun
#

I dont , as it is not educative for people who wants to learn. ^.^

opaque apex
#

I don't disagree

past sun
#

if it doesnt work, then u ll have some stuff to learn though!

opaque apex
#

Yep

past sun
# opaque apex Yep

Btw make sure comments are removed then, I dont remember if inits of 3den supports comments

opaque apex
#

I did remove them yea, it didn't like them

hazy totem
#

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.

wind raptor
fallen garden
#

@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

vestal perch
#

Horns play empty sound

#

They don't fire if I recall right

steep iris
#

Hey! I've been wanting a custom image to pop up on screen when my players hit a trigger - anyone know how?

shrewd gull
#

i just overid my mission with a blank map, are there backups?

plain gale
#

@shrewd gull Sadly there are no backups except you got onedrive backup your documents folder.

fallen garden
mellow wren
#

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?

zealous grove
#

Enemy units waypoint guard

#

in trigger Player present/no present choose what you want

steel crow
#

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

supple swan
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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

prisma oyster
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@supple swan also no crossposting, see #rules - pick one channel and stick to it

solid zealot
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how can i disable in map drawing

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or an individual map drawing/marker system?

plain gale
solid zealot
last aurora
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afaik only works for vehicles

solid zealot
last aurora
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which markers do you have in mind?

solid zealot
#

or all sort of markers

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unless you can pinpoint wich ones can

last aurora
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you want do disable the option for users to use markers / drawing on the map?

solid zealot
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and if possible,allow then to certain people

last aurora
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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

last aurora
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you can ask if somebody knows a script to remove markers from player access in #arma3_scripting

plain kraken
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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?

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I was wondering why my reinforcement boys never arrived so I switched over 😂 damn it emily

tulip ridge
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how do I make my AI stay and garrison a building?

tulip ridge
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I think AI automatically disembark a vehicle once they encounter enemy presence, in order to deal with said enemy presence

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but I'm not entirely sure how to make them not do that

tulip ridge
raven sleet
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@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.

plain kraken
plain kraken
raven sleet
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No problem, let me know if it works, I'm curious myself.

plain kraken
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Yesterday I spent hours trying to lock damn AI in the vehicle

raven sleet
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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.

tulip ridge
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at least the ones garrisoning buildings

raven sleet
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@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.

dim kindle
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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?

prisma oyster
keen magnet
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^mission folder

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^mission not showing up

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ive tried putting it in the missions folder

dim kindle
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@keen magnet Do you have multiple player profiles for Arma? That's top right corner of the main menu.

keen magnet
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i have a main one

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and a second one

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im using my main

keen magnet
dim kindle
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Is there a mission.sqm file inside the "[SP}air..." folder ?

dim kindle
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If you change the name of the folder by removing ".Altis" from the end, can you see a folder in the mission browser?

keen magnet
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wait

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does the extension have to be .Altis or .altis?

dim kindle
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Don't think Arma cares. On a side note: did you restart the editor after pasting the folder ?

keen magnet
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yes many times

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testing ur removal of .altis rn

dim kindle
keen magnet
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wl

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what folder is it looking in?

dim kindle
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It should show up as a regular folder now.

keen magnet
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should I throw some random shit into a map and save it and find where it went?

dim kindle
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I might be missing something. Sorry I can't help offer any more tips from behind my telephone

keen magnet
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brb

keen magnet
prisma oyster
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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.sqm file in it
keen magnet
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waot

dim kindle
keen magnet
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\https://cdn.discordapp.com/attachments/483421608833187860/900755598415646740/unknown.png

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windows

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smh

keen magnet
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arma 3 put my mission in the game directory on my external drive

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not in my documents folder

dim kindle
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Interesting. Are your user folders write protected by Windows?

keen magnet
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idk

dim kindle
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I mean, that's not important now. Happy you found the mission editor folder

keen magnet
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welp

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read only documents

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bruh i never did that

solid zealot
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Hey,any tips on how to do a TvT missio well balanced and fun'

solid zealot
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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

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on a milsim scenario,where they were nato

solid zealot
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with the preserve wreck option

leaden spade
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I'm making an zombie campaign with rhs mod

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I wanna make zombies spawn in map

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But only when I reach an certain location

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For example if I love 1km zombies spawn in that raduis while they get delete in other area

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Etc

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😂 I have no idea if I explain it well, If enyone know how that will be cool

dim kindle
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how th do i get it so your loadout is saved?

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ive clicked save loadout in both ace and vanilla

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but nooooooooo wont save

prisma oyster
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where do you try to load it?

quiet flower
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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

past sun
quiet flower
full sierra
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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

dim kindle
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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

prisma oyster
full sierra
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I got it object>props

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then just moved and rotated it

prisma oyster
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and it spawns at the proper position if you move the sniper away?

dim kindle
dim kindle
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so it gets given back to you when you respawn

prisma oyster
dim kindle
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does it require scripting or is there an option somewhere else i need to click?

prisma oyster
dim kindle
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Yeah

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I've got the "Save Loadout" box ticked

prisma oyster
dim kindle
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But it doesnt appear to work

prisma oyster
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I don't know what that loadout box does, not vanilla

dim kindle
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Will that link respawn them with the equipment they had when they died or when the started the op?

prisma oyster
full sierra
prisma oyster
full sierra
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so after further testing it seems to colide with the tree. Spawning it a few meters away fixes it

wheat sonnet
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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.

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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

prisma oyster
prisma oyster
dim kindle
dim kindle
dim kindle
solid zealot
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Any recomendation for a TvT mission?

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having issues doing it because all the time one side was raging of being boring

dim kindle
plain gale
prisma oyster
civic laurel
civic laurel
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Missed that

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There was a way to make vehicles spawn where they were placed in editor when killed

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Dont recall

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But you can just hit restart to redo the mission

bleak cradle
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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?

nocturne oar
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Do you lose side relations for killing civilians? Uhh asking for a friend 🤔

prisma oyster
solid zealot
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is there any way to change the weather on a permanent way? eg; infinite rain

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or stuff like that

vestal perch
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set star weather to X and set the forecast to be the same

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and then as backup you can run a periodic weather script to keep the weather same

eager hull
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can you apply a texture onto a face during a mission?

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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

fathom storm
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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

steep iris
solid zealot
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can you disable certain ammo from any turret/vehicle?

solid zealot
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How can i disable alt+click teleport in game?

plain gale
sleek lily
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How do you do the tail rotor failure script?

solid zealot
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*still

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how

vestal perch
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With scripting, yes. There are number of ammo and magazine related commands

fallen garden
deft dragon
vestal perch
#

SQF scripting is Armas/RV engines own scripting language

vestal perch
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assuming that is the hitpoints name. It may vary between vehicles

fallen garden
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Hence basic, not mod / DLC XY

plain gale
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don't think so.

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Perhaps via difficulty settings.

solid zealot
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heya,can you disable thermals on modded vehicles?

solid zealot
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Rhx

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*thx

pulsar geode
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Holding shift to rotate used to reset any axis rotation on objects correct? How come this is no longer working

pulsar geode
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"Fixed"

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That's awful

cloud moss
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moving the object still resets the rotation?

pulsar geode
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Well, no

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It doesnt

cloud moss
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okay you can set the rotation manually by opening attributes and entering 0 for all rotation axis

pulsar geode
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Exactly what I don't want to be doing

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How come a "fix" was pushed for it? It was completely fine the way it was

cloud moss
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there's also this option

pulsar geode
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I think you're missing my point

cloud moss
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imo it is a good change

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rotating an object along the global z axis is now way easier when you set a rotation before

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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

pulsar geode
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I don't think taking out the old system was the way to go

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Awful change to adapt to for myself

indigo sandal
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Anyone got the line of code for JoinSilent can't get it to work

fringe cove
indigo sandal
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Ok, thank you is there a group version too?

magic spindle
#

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

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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

patent steppe
sinful zenith
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@unique trellis according to #rules, please no links without description of what they are

prisma oyster
#

deleted.

unique trellis
unique trellis
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I’m in clip here ain’t I 😂

prisma oyster
solid zealot
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is there any way to disable map teleport?