#arma3_editor

1 messages · Page 56 of 1

prisma oyster
#

what do you mean with "map teleport"?

solid zealot
#

i was hosting a game,and used a map tool

#

since i was hostinh

#

i've got teleported

prisma oyster
#

that's Editor behaviour 🙂

#

you can script a workaround, or simply not host from Editor and export your mission

solid zealot
prisma oyster
#

change your keyboard binding? Tab is UAV window iirc

solid zealot
solid zealot
#

btw,recomendations on any mortar mod?

unborn canyon
#

quick question how many of y’all still run 2D editor not meaning pressing the map button in 3D I mean the ctrl o 2D editor

gaunt wigeon
#

Can non DLC owner hear music from DLC's in missions? For example if i use Music of the Contact DLC in one of my missions, can everybody hear it no mather if they have the DLC? Or might they even get an error message?

past sun
gaunt wigeon
#

@past sun Thank you a lot!

quiet flower
#

idk who is familiar with the Orbat tool but ive done all the stuff in files and module in game however it will not appear in game on the map

sick veldt
#

Post details

quiet flower
#

class CfgORBAT
{
class 1plat
{
id = 1;
idType = 1;
side = "West";
size = "Platoon";
type = "Maritime";
insignia = "pictures\insignia.paa";
commander = "R.MONROE";
commanderRank = "Captain";
text = "1%2%3%";
textshort = "1% Eastern Patrol Six 2%";
};
};

Whats in the files^^^^

sick veldt
#

Where/how did you put that? What's the module side config?

quiet flower
#

so thats in a text document in the mission file and then in the module ive got

#

in the CfgORBAT path missionConfigFile >> "CfgORBAT" >> "1plat"

fringe cove
#

i can make you a example mission if you want?

quiet flower
fringe cove
#

can i upload a mission file here ?

quiet flower
#

idk what was wrong but i just started a new mission all together and put the same files in, works fine now

#

idk what the hell was happening

prisma oyster
#

by the sound of it, Armagic

unique trellis
#

Ok, I have a custom respawn position for a multiplayer mission. I require the players to respawn on top of the aircraft carrier. How do I go about this?

#

Similar to what you'll see on Liberation

brisk hound
#

hii,
I created a mission and I would like a helicopter to drop a box with launchers, but that I can only call it at a certain moment of the mission, I tried the logistic drop but I have no way to choose what he drop, if anyone has a solution

woeful onyx
#

Hi ! This is my first Time on this Discord ! And i Hope you Will find the solution to my problem. 😂
I’m working on a persistent mission. I put the Frégate with de mk41 VLS, i put off all the captors except the réception to still have the laser shot.
Inside the Init i put  ´ _this disableAI « ALL » ‘ and when someone take an Uav operator, the Venator automatically shot.
Do you know the way to avoid the AI control of the Missile ?
Thanks you very much in advance ! 💪🏻

hidden quest
#

Can you just turn off autonomous in game?

cloud moss
cloud moss
#

apparently there is a code field to add your items via script

unique trellis
#

Marker

cloud moss
#

is that the only respawn?

woeful onyx
hidden quest
#

Like in the UAV terminal you can turn off its AI

woeful onyx
#

Yes your are right. We tried yet. But after the restart. It doesn’t save this option. I made some tests with the good captor off and the disableAI and it seems to work, but I’m worried about a venator falling under our heads. I’m not 100% confident. 😂

hidden quest
#

Also the force hold fire options

#

Might be able to script that easy enough

#

Could maybe even have it come alive via Radio command if you wanted

unique trellis
cloud moss
# unique trellis It is yes

then you can use the onPlayerRespawn.sqf and execute:

params ["_newUnit"];
_newUnit setPosASL (getPosASL _newUnit vectorAdd [0,0,25]);
unique trellis
cloud moss
unique trellis
brisk hound
astral hound
#

Hello! Is there a way to flip an entire composition to get a mirror of said composition?

shrewd wadi
#

select all -> copy -> paste -> rotate? blobdoggoshruggoogly

astral hound
#

object is not symetrical so that would not work.

shrewd wadi
#

oh yeah nvm lol

turbid swift
#

is there a way to have the (mission) name column be broader?

#

the onHover for the list seems also quite buggy - only works for every other line

scarlet surge
# turbid swift

Dunno if you're aware but you can create subfolers in your mpmission folder and organize a bit that way.

#

But I'd also like to know how make the name column wider.

jovial salmon
#

can i get help?

prisma oyster
jovial salmon
#

i cant send a video can we come to a voice chat?

prisma oyster
#

negative

jovial salmon
#

wof

#

hammm... so I am trying to do an auto gate

#

and is not working😩

#

@prisma oyster

prisma oyster
#

don't post links without description (#rules)
what the heck is this? it asks for Google Drive permission

please use an image hoster, e.g imgbb.com to host a screenshot (if it is one)

jovial salmon
#

this is the video of my problem

#

can you help me?

#

@prisma oyster

prisma oyster
#

you can stop pinging me, I read this channel 🙃
no as the video is on a GDrive that needs an account + a permission so I do not know the issue

#

please type your goal, your attempt and what fails

quick topaz
#

@prisma oyster

#

fight me

prisma oyster
#

*paf*

#

wins

solid zealot
#

How can i keep vehicle appareance settings after a vehicle respawns?

last aurora
plain gale
turbid swift
#

@plain gale Display3DENSave looks to be a shared class (save, open, import, merge)

#

i could do a config tweak probably, but some official "fix" would be better

plain gale
#

I requested that shortly after Eden was released but had no luck =/

eager hull
#

hey @plain gale sorry to bother
I've been testing the new easy setObjectScale shortcut and it works in SP and on local host
but doesn't on dedicated servers
is this known?

last aurora
#

@quasi hollow
this discord server speaks english only, thanks

quasi hollow
#

me from rusya so cant spek inglish good

fringe cove
# jovial salmon <@!137855151120711680>

use a trigger when your unit enter the area it actives make it a repeatable trigger and add this to you on activation line barname animate ["Door_1_rot", 1]; then add this to the on deactivation line barname animate ["Door_1_rot", 0]; then name your gate barname or what every you want

#

if thats what you want

lunar pier
#

Hi friends,
I would like to create a mission with a game mode defined as controlling sector
just using those 3DEN modules.
But that only the sector chosen by the leader of the mission is shown
and that the next sector is not shown until the first sector is controlled.

Do you know any way that this is so?
Can be done?

Thanks in advance and greetings

alpine terrace
#

Hey

#

Pertaining to what Sanchez was asking, does SetObjectScale mess with performance?

#

And/or attachtoRelative?

sinful zenith
#

no

#

yes

turbid swift
#

the only way making sure AI in playable slots are not disabled is to skip the lobby with skipLobby = 1; right?

plucky axle
#

does ZEUS have a command to disconnect from a unit that is remote controlled? I need to use the debug console as I play with ACE and the unit just got killed and is now in a cardiac arrest

fossil sandal
#

ADD THE AC-130 RN

prisma oyster
tulip ridge
#

this may seem like a strange request, but is there a way to be able to change the side of a unit or something, and make the Civilians side aggressive towards everybody?

#

currently working on a war mod that I preferably want to have an option for 3/4-sided conflicts

tulip ridge
umbral canyon
#

Would this be the correct channel to ask questions regarding the creation of a custom Warlords scenario via the editor?

#

Specifically I'm having issues getting my Custom Assets list to work, and I've been looking all day for a solution with absolutely no success.

fossil sandal
#

@prisma oyster add the ac130

#

nerd

sick veldt
distant oasis
#

How can I duplicate things

plain gale
#

copy & paste?

prisma oyster
ionic heath
#

Is this correct channel to ask why my waypoints arent working?

prisma oyster
ionic heath
#

Alright

#

So when i want like Russia troops get on BMP-2K no waypoint works to get on for them and the second issue when they are on (When i put them on) i dont know which waypoint is for passenger to get off. Please help 🙂

vast maple
sick veldt
#

Use map markers, not the icon but the area one

vast maple
#

omg thank you <3
i didn't see that tab XD

cosmic schooner
#

hello, im searching for a script that would enable simulation on a group of AI when triggered by a trigger, than said AI would move to a pre-placed waypoint

sick veldt
#

enableSimulationGlobal

cosmic schooner
#

ty

shadow storm
#

Hi, Is there a different folder I can put compositions in for JUST eden as currently when I load into zeus it lags really badly due to the amount of compositions I have

prisma oyster
distant oasis
distant oasis
#

I can make good stuff in the editor but I just forgot and I wanna make a small town full of pedestrians (and traffic if i'm more smart)

hollow leaf
#

idk if this is the right place to ask
but how do I remove the multiplayer tag?

#

I tried edit tags button but the multiplayer tag stays here anyways

proven grail
#

Hey is there anyone willing to walk me through the editor and Zeus?

cloud moss
#

there is an 3den tutorial ingame in the top right

slender talon
#

Does anyone know how to put mods into a folder or something so I could get friends to download them, Ive looked for multiple videos and couldnt find one

last aurora
#

use steam mods and create a steam mod collection. then send the link of the collection to your friends
@slender talon

distant oasis
#

How do I make a helicopter drop in more troops when I request it on radio

#

My stupid brain cannot process

hidden quest
#

Whats the best way to make a vehicle follow a path like a road or even under fire automatically with like a command or something

#

If anyone played the A2: PMC mission where youre in the armored SUV minigun I kind of want it like that

#

@distant oasis put it on a hold waypoint set to a radio command trigger

distant oasis
#

Thanks

#

That is actually very simple

#

bruh i can only reload with the middle mouse scroll on nothing else\

viral axle
#

Hey all. For a mission, Im hiding some prexisting buildings in the terrain and adding others. I know how what script to use so the new buildings i place have corresponding boxes in the in-game map, but is there any way to remove the drawn boxes for the buildings I’m hiding? So if i replace a preexisting building with another, i can replace the corresponding boxes in the in-game map too?

karmic fjord
#

Got a dumb question for something that's been annoying me tonight; I'm working on something on one of the SOG maps and it has lots of really nice cave systems that I'd like the players to spawn in, but every time I try to put down a respawn point and use it in-game I spawn on top of the rocks instead of in the cave beneath them.

I'm guessing it's some kind of preemptive fix by the engine to keep people from being trapped under rocks but is there any way to override that and spawn inside the caves themselves?

visual tusk
#

Anyone know if it possible to adjust the font and hud size in Eden?

vestal perch
#

perhaps by changing UI scale in video settings

#

other than that only through modding

visual tusk
#

Any mod recommendations that would allow me to make the left and right panel larger?

#

If not, I will hunt one down

vestal perch
#

never heard of any. Quite possible there are none

visual tusk
#

Had I had a look and I couldn't find anything either

#

Thanks anyways!

visual tusk
#

Another newbie question. Is there a way to place objects so they are level instead of parallel to the ground?

burnt glacier
#

Hey folks!
I'm hosting a liberation serwer for my friends and wanted to add support ability to a commander in a massive cool down to summon a paradrop of 12 RHS Marines now I don't know how to:
-have a custom virtual support

  • have them be understood by mission script as my units and not to clean them up with rest of assets (although I don't care cause its like a cry for help sort of thing)
  • have them be compatible with AIS
sudden escarp
karmic fjord
#

I'll give that a whirl, appreciate it

simple oracle
#

Hey, I am kinda new to making arma missions, and I would like to know how to make preset loadouts, eg. Like a box where people can find a bunch of loadouts that I have made for different roles.

viral axle
#

If you're using ACE, in the ACE arsenal you can make loadouts public, or set some as default

distant oasis
#

Or get 3den editor

#

Also how do I copy and paste

small patrol
#

Ctrl+C to copy Ctrl+V to paste just like any other softwares

distant oasis
#

Thanks

pure marlin
#

hey so im using this to make the ai shoot at you only if you have a weapon out

#

OnAct: UC1 setCaptive false;

DeAct: UC1 setCaptive true;```
#

and it doesn't appear to be working, any idea why?

small patrol
#

primaryWeapon and others return the current carried weapon not on hand

pure marlin
#

so if i am not in possession of any weapon this should work?

small patrol
#

Oh so, what

a weapon out
means, if the player has carrying one?

pure marlin
#

ideally, if they have a weapon in their backpack it would not trigger

#

i think i just forgot to set them to captive initially

small patrol
#

I see

solid zealot
#

How can i disable damage for selected vehicles?

prisma oyster
last aurora
#

this allowDmage false; in vehicle init field 😉

solid zealot
#

btw,any recomendation for doing a vehicle respawn?

last aurora
#

iirc arma has a respawn module

solid zealot
#

i mean,is more for looking onto how to make a vehicle spawn that only counts deserted vehicles if they're player from one side

last aurora
#

idk

#

i'm not a mission maker

solid zealot
last aurora
#

coz i have a typo in it

#

this allowDamage false;

solid zealot
#

thx

dim kindle
solid zealot
#

Also,had issues with vehicles spawning and exploding

dim kindle
#

Hmm. Spawning and exploding is vehicle placement issue. So try and raise the vehicle just above the ground and see if that helps

distant oasis
#

I just checked the time I spent in arma, it was 3 hours

prisma oyster
#

but the tutorial is 3:38 minutes!
you spent 49.54× too much time in the game 😮

#

I tried it, and it worked.

stuck bramble
#

So im trying to do 2 things one is make it so when players call in a heli transport they can only choose a ghost hawk and 2 im trying to set up a waypoint so when a radio command is given a heli sling loads a set target and takes it to another location. thank you and sorry if the second one is a little complicated.

pure marlin
#

how do i put title text on the bottom of the screen instead of the center? thx

prisma oyster
harsh rune
#

help

civic drift
#

Anyone know what would make my mission respawns stop working in a dedicated server? More specifically, respawning my players at place of death instead of HQ?
Again, this is only an issue with dedicated, in 3den or P2P it works just fine.

sudden escarp
dim kindle
#

Is there a way to get the IFA C47's to tow a glider without actually doing it as a player? Like from zeus or in the editor?

dim kindle
#

It is not letting me use "get out"

#

I have to be on a building to use it

dim kindle
#

Hey guys so how do I make NPCs start out in teams like team red,green etc.
I've had to manually put them in teams each time I started a scenario and it's very annoying

small patrol
dim kindle
#

Thank you so much

distant oasis
#

I think it's like that or something

#

A helicopter far away just came to help when I called for it

#

And it didn't confirm

sacred schooner
#

Is there a way to make placed weapons respawn after a certain amount of time?

wind zodiac
#

I wonder, why when I make a complex out of buildings, and place the enemies around, they start shooting the players through the walls

#

Is it just like... a Arma thing?

#

Or am I doing something wrong?

wind zodiac
#

Do I send out the pre-set or just list out the mods?

#

I want to know what's more convenient for u

small patrol
#

What's the difference between two?

wind zodiac
#

Not much ig

#

Just asking

#

Because I could sum up the preset anyways

small patrol
#

More like, the complex building, what made it?

wind zodiac
#

Oh

#

I got a bunch of Altis/Chernarus buildings and slapped them together with glue pretty much

#

On a place of the map that was flat anyways

small patrol
#

Well, Arma AI doesn't recognize non-terrain objects well AFAIK

wind zodiac
#

They were phasing through the walls too

small patrol
#

What I said

wind zodiac
#

Guess I'll be forced to use terrain stuff only

#

Thanks anyways!

vestal perch
#

Mashing up buildings does not quite work as AI could for example get on 1 buildings AI path tracks and that makes it ignore all separate objects

#

Due to how the pathfinding works, you can't block ai once it's on a path.
Separately placed buildings should work in most places.
Also placing down things on the outside of the map breaks ai

wind zodiac
#

I gotta ask

#

Do y'all know if the AI acts weird in Altar hill on chernarus redux?

vestal perch
#

weird how?

prisma oyster
#

weird AI Jankovic

vestal perch
#

now thats weird

wind zodiac
#

Just shooting through walls and the likes

supple rampart
#

I’m trying to use a support module to let the player call a helicopter for extraction. How do I do that?

sacred schooner
# prisma oyster Yes

I was going to have a hide/show module on a trigger with a count down that went off when you interacted with a object that gave you the gun, then waited an amount of time, then showed itself again letting you interact with it again. But I assume from that answer there is a better way to approach it?

Just being able to place say a MX in editor and have it appear on the ground again after someone took it is really what I'd rather be going for.
I'd assume that would be some sort of trigger checking if it's !alive, then spawning a new one at a marker?

undone vessel
#

Guys, I made a mission a long time ago. Now I want to move the assets to a new mission on the same map but without the configs and some 3Eden dependencies that the old mission had. Which is the easiest way to do this? I know there is a merge option on EDEN but I don't want to get all the "bad" things from the old mission just the objects I placed...

patent steppe
#

@undone vessel

If you can still access the old mission, grab what you need and save a composition. Otherwise load up the known good mods, open a clean map and do the merge and then delete any unwanted objects.
As you merge, you may get a notification of some things not available to move over, just confirm ok. ( i think )
3den Enhanced, for example, if now not loaded, it's extra bits don't carry over into the merge.

hidden quest
#

How can I make it so that when a trigger or something happens the independent Factions turn against the BLUFOR factions?

patent steppe
hidden quest
#

Hmm

#

Also is there a way I can make it so an AI leader can command the player to board a specific seat in a vehicle driver/gunner etc without other team members taking that spot

craggy thicket
#

can i find a unit in the entities panel?

#

i have a unit placed down in the editor and i dont remember which layer i placed it into

cloud moss
#

selecting the unit should also select the entry in the entities tree

shadow otter
#

anyone knows any good dense destroyed cities? for a ww2 op, sort of like berlin preferably

sweet bison
#

Does anyone know why when I import one of the custom compositions I have it puts everything out of order? When I use a different map the composition completely moves it’s pieces. Is there anyone that can help me on this any help would be appreciated. I have a video as well that demonstrates what I’m saying.

sinful monolith
#

how do i make a character immortal

cloud moss
sinful monolith
#

didn't work

cloud moss
#

need more info than that

#

are you using ace?

sinful monolith
#

im using mods

#

seems like i am but only for vanilla units

cloud moss
sinful monolith
#

no i think they work but not for specific mod units

cloud moss
#

what do you mean by "mod units"?

sinful monolith
#

like the predators from the predator mod

cloud moss
#

woah yeah no experience there

#

but I suppose that the modded units deal damage via setDamage without a check for allowDamage. nothing you can do then

oblique hollow
#

Hey, I'm trying to make an object only appears as a model, but being able to go through it but I can't find how. to give context, it's to use the model of a ship but only use it as a visual, as there is a pier under. it's a vehicle

cloud moss
oblique hollow
hard veldt
#

hey guys, I’m doing a sector control mission, but I can’t get the bleeding ticket module to work.
I have 2 sectors to capture, and 3 different factions and I want to make sure that when at least 1 sector is captured by a faction, the number of tickets start to decrease by 3 every 5 seconds.
So I put :

  • domiance ratio = 0
  • delay = 5
  • tickets = 3
    But it doesn’t work, the faction has to capture both sectors for the count to start notlikemeowcry
wispy lake
#

Anyone know of a simple way to add Dynamic civilians to a mission? Been searching for a while and havent found anything that works good

wispy lake
prisma kiln
rotund verge
#

Why does vehicle nvr cross the bridge

ashen stone
#

Hello, is there any good tutorials out there for the mission editor? Trying to get a hang of but find it hard to get all the info I need

small patrol
#

Top right of Eden Editor, there's a tutorial

compact sable
#

We need a way to do freehand lines in the editor

#

It would make doing nato/Russian markers easier

distant oasis
#

how do I make the game end when a team is dead

prisma oyster
#

…properly?

#

just save the mission as pbo and put in the missions directory, it should be fine

#

I cannot know either; what is the issue you encounter?

distant oasis
prisma oyster
distant oasis
#

Oh

#

Thanks

#

I'll go take a look

hard mantle
#

that's how i do it at least

distant oasis
#

Thanks

full sierra
#

Hey map makers, anyone have tips and tricks to share to avoid vehicle blowing up on mission start? I know that vehicle spawn north and rotate after, which is the reason of them explosing, and as much as I managed to limit it by rotating the parking, I still have explosions hapenning. I was wondering if there is a way to delay each vehicle's spawn, mabye add a 5 second delay per vehicle of sorts? lowers the chances of explosions

oak dragon
#

uh

#

what

rotund verge
#

Is it possible to remove building or trees of the map. If so how?

small patrol
#

Hide Terrain Object or whatever its called, there is a such Module

rotund verge
#

thanks

teal cloak
full sierra
#

Really? I remeber this being a recurring issue with the way arma spwns vehicles

prisma oyster
#

respawning migh be an issue if they are too close to each others yes
give them enough space and it will be fine

full sierra
#

That's the problem, I'm low on space. I'd like an alternative. Maybe there is a bit of script that can allow me to delay the spawn?

prisma oyster
#

it's not really about delaying, it would be about writing your own script to create the object somewhere, rotate it then place it

faint oxide
#

I'm making a simple trigger that causes an alarm to sound when bluefor is detected. How would I set a time limit on the trigger to cut off the alarm so its not constantly sounding?

supple rampart
#

Any tips about creating a realistic looking defensive point in a small town

viral axle
# supple rampart Any tips about creating a realistic looking defensive point in a small town

depends on setting/type of entity that will man that defensive point.
If its something like a Taliban emplacement, I would suggest:
a couple of static MG on roofs, overlooking main roads into the town. Some sentries on windows overlooking other access points, maybe a few checkpoints with sandbags 200-300 m before entering the town. Possibly small 2/3 man unit patrols around the village. And perhaps a couple of technicals on ready alert

obviously, if you're going for, say, a russian army defensive point on a small town, it would change by quite a bit

supple rampart
hard mantle
barren nest
#

hey uh i hope this is the right place to ask

i have a few squads of ai waypointed to a location and assigned a vehicle with addvehicle

the good news is that they get in to the vehicle

the bad news is that they do not move despite one being in the driver's seat

do i need to manually specify one squad member to AssignAsDriver or something? or do i have to set the vehicle to have its engine on in eden? or what

barren nest
#

Aaaaand the garrison buildings menu is stuck on. Joy.

prisma oyster
#

@humble rain
is the plane in the same group as you?

humble rain
#

@prisma oyster HERE MAYBE?

#

oops caps

prisma oyster
humble rain
#

So what you had in mind?

prisma oyster
#

if the plane is not in your group, it has to do at least one pass to know about the target
so looking at it won't change a lot

humble rain
#

okay so if it is dorectly in my group it should know where it is right away?

prisma oyster
#

most likely yes - given your own character knows about it (right click or press T to be sure)

humble rain
#

Alrighty, so having cas type units is best in my own unit

prisma oyster
#

you can script it so they know about all tanks on the map for example, or reveal the one at which you are pointing

but yeah "just" spawning a plane will make him know nothing of the battlefield

humble rain
#

okay so in regular high command mode i have no way to "tell" unit something is there?

#

im playing antistasi and im basically learning high command for using it

prisma oyster
#

no way with "just" HC

proper root
#

Can i add supply box(ammo,guns & all) to the steam workshop missions for both SP & MP?

small patrol
#

Okay this time, I'd ask you. What is the goal?

#

You want to make a mission? Or add such supply box feature to existed one?

proper root
#

add such supply box feature to existed one

small patrol
#

Probably you just need to use Simple Single Player Cheat Menu aka SSPCM

proper root
#

for MP?

small patrol
#

Probably needs some workaround like extract the mission and edit it, but not recommended I guess

proper root
#

Another question - How to remove existing friendly AI roles & add Roles I like in a steam workshop mission for both SP & MP?

small patrol
#

AI Roles?

proper root
#

yes suppose I have my friendly AI as rifleman and I want to replace him with marksman

small patrol
#

It was just a label, does nothing to do with the AI itself

proper root
#

I didnt understand

small patrol
#

You actually can, but it will need to remake the AI

#

You can't just change the label

proper root
#

anyway supply box thing will bring some solution

#

But would have been great if it will be for MP too

#

Thanks for helping

dim kindle
#

Hey guys so I downloaded a mod and I want to make a scenario using that mod but I don't know where to find the stuff that the mod has, can anyone help?

last aurora
#

It would help if you say what mod it is...

dim kindle
#

It includes weapons, attachments, equipment and uniforms

dim kindle
#

Soo can anyone help?

prisma oyster
#

in the editor and in Arsenal, you can sort/filter by mod 🙂

drowsy yew
#

Not sure which channel this should go in so just gonna say it here, I want to put a strategic map into my mission (like the one found in the east wind campaign) and I've found a link to a load of script on the community website but I have no idea how to input that into the game. If anyone could help, that would be greatly appreciated 🙂

frigid wyvern
#

is there a quick way to make an infinite arsenal?

drowsy yew
#

like virtual arsenal?

frigid wyvern
#

i got it, i was holding windows instead of using the scroll wheel

drowsy yew
#

ok

little phoenix
#

not sure if this is the right channel but I'm having an oddity with 3den enhanced

#

it recently added according to its changelog an option to scale simple/disabled objects under the transform tab but I cannot for the life of me get this option to show up

little phoenix
#

okay I found out why but its weird af

#

def gonna make a github issue

barren nest
#

is there any documentation on the logic entities in Eden for contact? such as the reinforcements point and the patrol waypoint

last aurora
barren nest
#

thanks <3 i'll take a look

barren nest
#

welp, sadly no documentation i could see on those specific things

ivory wasp
#

but can you put battles in the editor already created by other people?

solid zealot
#

Can you somehow lock players form using specific weapons, is to avoid players from using AT guns that they shouldn't

hard mantle
ancient kraken
#

Anyone know how to enable ACE Sitting? I can't get it working

fallen garden
#

I think something is borked with ACE sitting after they merged ACEX with ACE.

dim kindle
#

I set a helicopter with a squad in it as a QRF force to trigger if the player gets detected, I used waypoints and and set the trigger to waypoint activation, the problem is, after the helicopter unloads the squad, it hovers around the area despite having another move waypoint to take it somewhere it will despawn

#

Also I want to separately set the dismounting squad to go on seek and destroy mode using waypoint, how do I do that while keeping them inside the helicopter before it gets there ?

drowsy yew
dim kindle
drowsy yew
#

no

#

they shouldn't

dim kindle
#

i set a separate waypoint for the QRF squad that's supposed to get out of the vehicle, i set it to search and destroy on the area, but i also made the transport unload for the helicopter crew set to activate the waypoint for the search and destroy area for the QRF, do you think that'll also work?

drowsy yew
#

only one way to find out

dim kindle
#

testing it rn :o

drowsy yew
#

lol

dim kindle
#

holy shit it worked

drowsy yew
#

good CH_ThumbsUp

dim kindle
#

well, for the unload and seek and destroy, it still hovers after transport unloading

#

NOW it worked, the set waypoint activation was the one that caused it lol

drowsy yew
#

ha lol

dim kindle
drowsy yew
#

anytime!

scarlet surge
drowsy yew
#

Does anyone know/understand how to create ORBAT Markers in Eden using the ORBAT Group module?

distant oasis
#

How do I make a npc follow you after you help / heal them

#

Also how do I make a dead body

wind raptor
# distant oasis How do I make a npc follow you after you help / heal them

A3 Old Man introduced BIS_fnc_escortAI and BIS_fnc_escortAIHoldAction. I have not looked into those functions yet and the wiki does not have any documentation on them yet, but I think there was a section in Old Man where some friendly AI follows the player; I assume that was implemented with these functions.

#

You could also make them join your group or write your own script using waypoints or something like doMove.

wind raptor
distant oasis
#

Also how do I setup exile in arma 3 single player

wind raptor
#

Best ask the Exile developers / community.

vocal rampart
#

is it possible to have an AI have its launcher out? trying to set up a journalist scene. i have that mod that adds those big cameras as a launcher and i just kinda want the unit to stand there with the camera pointed at the subject

prisma kiln
#

Try with « selectWeapon »

civic helm
#

Guys, is there a way of get classnames for a big list of items from a mod?

For context: I'm making a blacklist for KP liberation.

I already have a file with all vanilla and dlc classnames, ordered properly ready to copy and paste to any whitelist or blacklist

#

I know that I can go to the editor and cntrl c the items with eden... But is there a way that I can get all classnames from a big group of items at once?

twilit dragon
#

Q: IDK if this is the correct forum, but it seems like it. I have an objective in mind to create a 'FOB hunt' objective. The key with this is to spawn in some structures, barricades, buildings, etc, in a 'group', then garrison in supporting units, etc. How easy is it to contain a FOB layout under a single class, array, whatever. Starting from the editor, I presume, let's say. Thanks...

vocal rampart
#

messing with it some more

drowsy yew
# twilit dragon Q: IDK if this is the correct forum, but it seems like it. I have an objective i...

well that's a bit confusing ngl, but I'll do my best to understand it. What it sounds like to me, is that you want to be able to create a FOB instantly? Without having to place each individual item down? If so, if you highlight all of the yellow items within the FOB (just click and drag), and then right click over one of the objects and select save to composition or something like that. Input a name and then save it and you can access it later.

dim kindle
#

alright so one more problem i have

#

how do i make a waypoint trigger a helicopter to dismount the group it's carrying? forcibly dismount or disembark them, i've done transport unload but it only dismounts the player and keeps the AI inside, and then flies off

#

I've tried this _unitname leaveVehicle _vehiclename; unassignVehicle _unitname; but it gives me an error that it expects an Object instead of a group

prisma kiln
barren nest
#

i note that (at least with zen) there's a way to add a target module that ai will shoot at if they can see it. But in eden this module doesn't show up. How would I achieve this sort of thing where, for example, an empty truck will be opportunistically fired upon by any ai that can see it on a particular side?

civic helm
drowsy yew
barren nest
#

oh god, scratch my last message... i think maybe my pc can't handle arma too well, it jjust CTD'd with horrifying audio glitch and stutter and apparently the processor hit 100C. Damn i hope it didn't cause any permanent damage...

frigid wyvern
#

On my server, when I die as a squad leader (with zues on that role) I can respawn as the same person, how do I change that as I loose zeus

drowsy yew
barren nest
#

Razer Blade.

#

2018 edition.

#

it is basically just a solid non-ridged heatsink with a computer shoved inside it.

#

i literally have a metal hard drive tray and a heatsink sitting on the keyboard.

drowsy yew
#

yikes

drowsy yew
drowsy yew
frigid wyvern
drowsy yew
#

this on multiplayer?

frigid wyvern
#

Yea, I have a server that me and some friends do ops on

drowsy yew
#

If you input your steam id into the owner field of the game master module you will have access to Zeus regardless of what slot you take. No need to sync.

frigid wyvern
#

Ok

vocal rampart
vocal rampart
prisma kiln
#

Apply a « enablesimulation false; » when the ai have the launcher in hands

#

Cause the game take the control again after the execution of selectweapon

#

And if doesn’t work try with an animation ?

twilit dragon
drowsy yew
twilit dragon
drowsy yew
#

so that it comes installed with the mod?

median remnant
#

is this the right channel for getting help with mission making

median remnant
#

ok

#

well

#

how do i get ai and players to be able to leave a boat

#

but not be able to get back in

#

?

#

if i put it on locked and spawn them in the boat

#

it works

#

unless i want to be the one in the boat

#

in which i then cant get out

#

(but the ai can

#

if i leave it unlocked

#

the ai and i can get out

prisma oyster
#

haaaaaah try and make it one message haaaaaah

median remnant
#

why

prisma oyster
#

but basically, you will need a bit of scripting. "as soon as everyone is out, lock the boat"

median remnant
#

ok

#

thanks

sinful monolith
#

whats support waypont for?

wind raptor
drowsy yew
#

Is anyone able to help me figure out the strategic map, ORBAT markers, missions and task assignment/completion within the strategic map?

sick yoke
#

Does anyone know how to make it so that a get in vehicle task only applies to one specific vehicle rather than any vehicle placed in the editor?

#

I tried everything but it somehow doesn't seem to work.

vestal perch
#

did you sync the task to the vehicle

sick yoke
cold gazelle
#

Using doStop this; on a unit, will this allow the unit to move after getting shot at/attacked by BLUFOR? Or will they start moving after spotting, say, a helicopter

#

Wanting to use this over disableAI "path" to give a more realistic feel in the missions.

dim kindle
#

I need some help with arma 3, for some reason every map has the Tanoa grass and i cant seem to fix it. Does anyone know the solution?

vestal perch
#

probably a mod map that has messed up config

#

solution = find and remove the broken map

dim kindle
#

the broken maps are all the original ones

#

altis, stratis and malden all with tanoa grass

vestal perch
#

I mean you likely have some modded map that has broken config that breaks the vanilla maps

worldly orbit
#

Trying to make a mission where blufor is disgusted as civilians, some low vis type op. Can anyone help me with making the opfor ai not shoot blufor?

vestal perch
#

make them civilian as long as they need to be concealed

#

or use unitcapture

worldly orbit
#

Ok, how would I switch them mid op?

vestal perch
#

group them with a opfor unit could work

harsh adder
prisma oyster
agile ingot
harsh adder
#

@prisma oysteryes
Occasionally, you would like to disable displaying the location of NPCs or AIs on the map.
Do you have a way?

prisma oyster
#

forgetTarget if they are not in the player's field of view
otherwise it's a difficulty setting

small patrol
#

Unload the broken Mod

lean anchor
dim kindle
#

Figured out the attach to command, I will Frankenstein the absolute fuck out of things.

hard mantle
jagged juniper
#

In the editor in the respawn configurations there's a option called "save loadout" how exactly does that work? i select it but my characters do not maintain the kits i set for them or save the gear they had before respawning

wind raptor
#

meowthis One of your features @plain gale?

drowsy yew
pine sandal
#

hello, I've been working with a friend to edit a mission on Altis and we are trying to remove the Terminal building. I've found loads of videos showing how to hide it but we are trying to actually have it removed so we can replace that location with other items. We tried a video that showed making an init.sqf file and placing a few lines after making a marker to have it removed but it did not work. The video was from 2016 and we are having trouble finding a new way. how would we go about this?

last aurora
#

you can hide terrain objects with a module in editor

#

place it over the building and adjust the module settings accordingly

pine sandal
#

I understand that part. i've used two different ways on that. I'm aiming for having it removed while still in editor instead of it still showing and having a module icon in the middle of it

last aurora
#

you don't see the markers once you play the mission

#

you can't remove it (markers ect) while in editor

pine sandal
#

Right, but if I wanted to place additional buildings in the place of the terminal building then using this method the terminal will be there and i'll be trying to place them inside it. in 2016 there was a tutorial showing how to use the debug to do this and you make an init.sqf with the preload info so that (as explained to me) a server with people in it will run smoother than having a bunch of modules placed everywhere

#

i'm just trying to figure out since it didn't work when i followed that TUT, if there is a new updated way to achieve this.

last aurora
#

even if you use some sort of script (which btw the module does also, just more effectively and with better performance), the original building is also "still there", just not visible

pine sandal
#

You said I can hide objects in the editor with modules if set accordingly. Do you have a setting for this?

last aurora
distant oasis
#

How can I make it so the UAV operator AI can actually use their UAV

main axle
#

You dont. The best you can do is spawn a uav and give it waypoints and stuff

dim kindle
agile ingot
#

yes

distant oasis
prisma oyster
distant oasis
#

Thanks man you always help

drowsy yew
agile ingot
#

Is the terminal special in that way? I havent had an issue like that with other hidden buildings

#

though Ive never hidden the terminal either

prisma oyster
agile ingot
#

Iirc it has two halves last time i placed one it with debug menu.

simple oracle
#

@distant oasis The UAV Operator is also in the create section for MP. Eg. You need someone to operate a UAV, so you spawn one of those in and make it playable.

simple oracle
#

The Aircraft Carrier and destroyer are

#

Some ruins are

simple oracle
#

Save a mission on Altis or whatever, download Arma 3 tools, and look up a map editing tutorial or the #arma3_terrain could help.

agile ingot
#

The hide module in the editor has settings for what you want to hide

pine sandal
#

thank you all for the replies. I'll have to try the map editing. I placed a marker down and it worked. And terminal building is in 3 separate parts I believe. I know for sure there is a middle. I'll also turn off simulation. Thank you for that tip.

distant oasis
#

How do I make AI medevacs for AI?

hallow leaf
#

Folks I need help

#

I am trying to add Old Man DLC items to a crate

#

Those items do not show up in regular menu so I use

  this addItemCargoGlobal ["Item_Laptop_closed", 5]; 
};```

However this does not work either. I do not get an error - it just does not happen. If I try to add say, radios, using the same manner, it works just fine!
#

What's the deal?

cloud moss
hallow leaf
lusty roost
#

I don't get the Radio Aplha command options when setting up my trigger, does anyone know why this could be? I have a radio on my person but still no luck

shrewd wadi
#

Maybe your condition is not met

hallow leaf
dim kindle
#

Is there a way to make an AI helicopter forcefully land at a specific location regardless of danger?

#

I hate how they hover/run off but I don’t want it to ignore enemies after the fact

drowsy yew
#

put them in careless

#

@dim kindle

cloud moss
shrewd wadi
vale mason
#

How do I make em uhm go somewhere

#

I'm very new to the editor

#

I literally got the game today

agile ingot
#

When you click on an AI group, on the right hand side youll find an icon with two footprints, thats where youll find waypoints. They mostly do what theyre named after but theres some advanced things and tricks with some.
I recommend watching a few editor tutorials if you arent already.

vale mason
#

Oki

#

I find this way easier cause I can read

#

How about a convoy

agile ingot
#

Convoys are finicky due to AI behaviour, the vehicles rarely keep convoy spacing and more inconsistent one from my experience.
I havent found a constant reliable setup for them so I cannot with certainty say what works and what doesnt.

vale mason
#

Oh can you still tell me how

agile ingot
#

you can try grouping the drivers of the vehicles together, make sure group leader (the one with the icon floating above him) is in the first vehicle, and that they have a good 30-50m between eachother.
As said, no guarantee this is reliable and it might not be an ideals setup

vale mason
#

How do I make one group leader

#

And how do I like uh turn em 360 180

#

They keep facing the same way

agile ingot
#

Give the driver group a move waypoint and set their speed to whatever you wish to (slow, normal, fast in vanilla, or forcespeed, both methods via the attributes of the unit, forceSpeed via init field. https://community.bistudio.com/wiki/forceSpeed)

#

you can select in the top bar menu between move, rotate, scale tools, or shift click hold to rotate via mouse

#

(scale is for triggers, modules and such)

vale mason
#

Which one is rotate

agile ingot
#

the circular arrow is the rotate tool

vale mason
#

Ah got it blue

agile ingot
#

theres an icon with a horizontal line and a curved one a bit more to the right in the tool bar which allows you to set specific degrees you want to rotate at, same for height, but a tape measure icon (move tool or alt + click hold)

vale mason
#

Okay the ai is a shit driver

agile ingot
#

yes, quite

#

Combat mode matters aswell, on safe they try to use roads mainly, combat theyll go offroad

#

double click on group icon or waypoint of said group to set combat mode

vale mason
#

Where do I get zombies

agile ingot
#

Youd have to download a mod such as ravage or something similar

vale mason
#

I thought it was part of the game

agile ingot
#

thats dayz youre thinking of i think : )

vale mason
#

No no

#

There was arma 3 Zombie stuff

agile ingot
#

there is, but only via mods

vale mason
#

Okay

#

Can't find the mod

#

Nvm

dim kindle
#

Is there a way to make civilian AI always have binos out?

drowsy yew
#

I'd imagine that there's a binoculars animation, but other using 3den enhanced, idk how to select it/make the unit use them

#

@dim kindle

shrewd wadi
stoic willow
#

I feel wrong for posting across more than one channel about this, but I'm pretty amped about trying to figure it out. Is there a way to edit an official scenario (specifically Extraction, from Western Sahara) to make it longer, or add player slots?

vestal perch
stoic willow
#

Thanks for the info, and yeah, I figured it was wrong, but I haven't had much creative drive lately, and was anxious for an answer. I apologize. Moment of weakness.

pure marlin
#

any way to restrict the mortars range? making a pvp map and dont want people to be able to nuke the enemy base from accross the map

rustic dock
#

Any ideas on how to disable the annoying rattling sound that comes with the "Back Alley Wire Fence" (Land_BackAlley_01_l_1m_F) objects? Disabling simulation does not help.

cosmic venture
#

Hey! I have no idea if this is the right channel to ask my question, but the topics are linked so im gonna ask it here. Ive been experimenting with the Editor but with very basic things. Is there anyone here that could possibly teach me some more things? Im trying to make smaller ops and all that.

drowsy yew
#

what do you want to know about

cosmic venture
drowsy yew
cosmic venture
#

Okay, so i have a trigger down that as soon as it gets hit a heli will fly you to a position and land there, but all it does is hover above the spot. Hoe do i fix this?

#

How*

drowsy yew
cosmic venture
pallid jetty
#

hey, I'm making a mission where AI is held up in a big building, it does pretty well pathing as well as defending while stationary.

Would there be a way to enable the AI to walk when they get into a contact with the players so they can roam freely?

I have tried using the command doStop this; works great in SP, however in MP the units appear as "Empty" or "Yellow".
The method I have settled on is disableAI "PATH"; however then I lose the ability for AI to actualy move and engage the players inside the building. Would there be a script that allows me to enable the path AI either when they get into combat? Thank you

drowsy yew
drowsy yew
pallid jetty
#

already set 🙂 just I need to enable the AI back when the group breaches the building

#

i was just wondering if there is a way to detect when AI sees the players or at least to enable the movement when they get too close

#

because if they are idle without any enemies they'll just jump to their deaths, however when they get engaged they clear the rooms and such

drowsy yew
#

best bet is to use triggers for when OPFOR detect BLUFOR in an area to set them into Aware or Combat mode and have them on Careless until then.

pallid jetty
#

i will try to mess with it, if i get any results i'll post them here

#

if not, i'm still open for suggestions

pallid jetty
#

Alright, for anyobody interested in the future, here is a workaround I have gone with for the time being:
*put all of the units on disableAI "PATH";
*put a trigger with X Faction detected in the building the AI is occupying
*set to enable pathing on activation, AI spreads out and manages to guard the building quite alright

It is not perfect though

simple oracle
#

Do I need to sync the Set Task State module to the task I want to change the state on?

drowsy yew
#

have a read of that

#

and if that doesn't help, this should

sage hinge
#

Question, is there any way what so ever to access the Alien objects from the contact DLC in the editor to be used in Multiplayer missions?

cloud sparrow
#

Yes, load the optional component and use it in multiplayer.

sage hinge
cloud sparrow
#

You can join via launcher

sage hinge
#

Oh nice

cloud sparrow
#

But contact also changes a lot of default UI like Map/Briefing UI

#

So there might be bugs

sage hinge
#

Question, how would I go about running this on a dedicated server?

cloud sparrow
#

-mod=contact

sage hinge
#

Where is that? 😅

cloud sparrow
#

idk if there are any server files for contact, most likely not so you would need to get them on server somehow.

cloud sparrow
sage hinge
#

Ah oki

#

Will look into it, much appreciated for the help Salute

sage hinge
#

Apologies if this pinged you, forgot to uncheck it ^

pure marlin
#

my mission isn't ending when a team is out of tickets for some reason

wind raptor
dim kindle
dim kindle
#

So I downloaded some facilities on steam, and I can't figure out how to download them. How would I do this? And when I go to change a characters loadout, and when i click play scenario, it just reverts back to the original loadout, how would I fix these two issues I'm having?

dim kindle
#

does anyone know how to force ai to pop flares when it hits a waypoint
and force kill Ai when they hit a way point

quick forum
#

and when you replace AI it just respawns you

drowsy yew
distant oasis
#

How do I make everything I place editable in zeus

distant oasis
#

Thanks

#

Also where do I put the script

wind raptor
#

I suggest initServer.sqf (so you can actually omit the if (isServer) check).

distant oasis
#

Where is that

wind raptor
distant oasis
#

aight

dim kindle
#

So I downloaded some facilities on steam, and I can't figure out how to download them. How would I do this? And when I go to change a characters loadout, and when i click play scenario, it just reverts back to the original loadout, how would I fix these two issues I'm having?

novel garnet
#

how reliable are servers under arma 3 pc hosting? do you need a beefy pc to host one for around 10 people or.

drowsy yew
dim kindle
#

@drowsy yew okay how do i assign a team leader, I'm currently playing as team leader, but the helicopter pilot has all the commands

#

or how do you change the group leader

drowsy yew
#

Whatever unit your place first will count as the "squad leader". you most likely placed the heli pilot first and then your character joined his "group". You have 2 options,

  1. Delete your units and replace them
  2. Select the helicopter crew (all of them) and right click on one of them, go the top option and select group to. Then just click elsewhere and it should remove them and create a new group for them
#

@dim kindle

wind raptor
#

You can also right-click on a unit in the group and go to Set as group leader (or something like that) 🙂

tough widget
#

So I wanted to make some custom load outs for when you choose your spawn but I was unable to figure it out as it just put it back to the vanilla load out for the unit. Is there a way around this?

storm pine
#

How do I make FIA in scenario editor stay put, I want them to just hang around the town

#

FIA is my enemy AI, and I just started placing men ina town, I’m new to this whole scenario editing

bitter lintel
#

What program do I need to make mods

small patrol
#

Depends on your actual question and situations

bitter lintel
#

Like

#

Say I wanted to make a jet

small patrol
#

That's not what #arma3_editor 's topic, but there is no “modding 101 channel” so... there's no one and only software to make a jet, but several are needed

bitter lintel
#

Ok

small patrol
#

You need a model? Make it in a 3D modeling software and import it in Arma 3 via Object Builder.
You need a config? Apparently you need. Make a config via some text editor.
You need to combine them and make it work ingame? You need a software to pack into a pbo. Addon Builder or more advanced pboProject are the softwares

bitter lintel
#

So

small patrol
#

Also apparently making a jet won't be done just in a day or night if you want to make one in like the vanilla game

bitter lintel
#

Watch a YouTube video?

#

Lol

small patrol
#

What?

bitter lintel
#

Nothing

#

But thanks for the info

small patrol
#

Think twice before try to troll, mate

#

But that's the main idea

bitter lintel
#

I am not trying to troll.

prisma oyster
prisma oyster
bitter lintel
#

Cheers

#

I think I know how to model

small patrol
bitter lintel
#

It just a joke

#

Trinna be funny

#

O.o

small patrol
#

I find zero funny. Endex

bitter lintel
#

Ok

#

Have fun with dat?

small patrol
#

What Lou said. We have channels for each parts of modding, not for the general question (unfortunately)

tough widget
storm pine
#

How do I save a scenario

small patrol
#

Ctrl+S

storm pine
#

Ok, and also, how do I change loadouts

drowsy yew
#

Otherwise the loadout will disappear

tough widget
drowsy yew
#

Yeah, click on Loadout when in the virtual arsenal (edit loadout) and then youll be able to save them

tough widget
storm pine
#

Ok, and uh, this may sound like a dumb question, it’s my second hour of playing the game, how do you edit the tasks of units, I want to have FIA attack camp maxwell, how do I get them to attack and do other various tasks, same with NATO friendly forces, if this is to complex to explain, I can find a video

drowsy yew
drowsy yew
# storm pine Ok, and uh, this may sound like a dumb question, it’s my second hour of playing ...

You create Waypoints by selecting the unit/group that you want to move about, hold Shift and Right click on a position to create a Move Waypoint. You can double click on this to open a menu to change the waypoint type. I would suggest using move waypoints to get the FIA units to Camp Maxwell and then place a second on in the camp, double click to open the menu and select Seek and Destroy. This will tell the units to move about looking for and killing enemys.

#

This can also help.

tough widget
storm pine
#

Wow

#

Thank you so much

drowsy yew
drowsy yew
tough widget
#

like a good 20 or 25

#

ish

drowsy yew
#

Ok, is ACE, RHS, NI Arms loaded?

tough widget
#

ace and rhs

#

not NI arms

#

do i need that?

drowsy yew
#

nope

#

which loadout editor do you use?

#

ace or standard bi

tough widget
#

ace

drowsy yew
#

hmm

#

have you tried to "repair" ace?

tough widget
#

i havent

drowsy yew
#

give that a go

#

it's most likely a problem with ace

#

another way you can do it, is kit a guy up with ace, then go into standard bi arsenal and save it in there

tough widget
drowsy yew
#

In multiplayer?

tough widget
#

ya

drowsy yew
#

ohhh

#

not sure then sorry. I thought you meant for Eden 😂

tough widget
#

oh right no

#

i mean im doing it in editor for a mission to load in multiplayer

drowsy yew
#

Oh i understand now

#

So you are creating a mission to be player in multiplayer but its not saving your loadouts when you spawn in?

tough widget
#

yes

drowsy yew
storm pine
#

Is it possible to do a group scenario Editing? Like me and another guy edit the same mission

drowsy yew
kind prism
#

And of course the original way of Merging mission files, so you could have other editors build different parts, and them merge them together.

craggy thicket
#

any way to remove a piece of road from the terrain?

azure cave
craggy thicket
#

they aren't

azure cave
#

Are you trying to hide it outright or bar access to that route?

vestal perch
#

not possible to remove road

#

if you want that kind of control you have to start making your own terrain

craggy thicket
#

trying to hide

#

but yeah got my answer there

wheat silo
#

i mite need some help, im trying to set up a mission with vehicle, if a player drives it out of an area it succeeds, but if it is destroyed it is failed. i was able to set up the triggers and tasks, but i dont know how to make them cancel each other out. like if i take the vehicle out of the are it succeeds, but then if it gets destroyed it fails it, and vice versa, if the vehicle is destroyed, but i use another vehicle or find a way to push it out of the area it succeeds. anyone got a fix or a simpler way to do this? i know the basics of triggers,tasks, and events. but thats kinda it

wind raptor
#

I suggest chosing one of two options:
1️⃣ Adjust the activation conditions to include the other trigger not having activated yet: this && !triggerActivated OtherTrigger.
2️⃣ When one of the triggers is activated it simply deletes the other trigger (on activation: deleteVehicle OtherTrigger).

#

Option 2 is better for performance.

wheat silo
#

i tried the deletevehicle trigger, but it seems to force one or the other. im not sure if its set up correctly or not

wind raptor
#

Did you give your triggers variable names?

wheat silo
#

yes

#

i did the trigger for vehicle destroyed vd1 and vehicle captured vc1, and both of them have "deletevehicle (opposite trigger);"

wind raptor
#

Sounds right to me. Can you share a screenshot (upload to a known image host) of one of the triggers?

wheat silo
#

I’m posting them both in screenshots. If they don’t belong there I’ll remove them

#

also, if its alright with you i could vc and screenshare

wind raptor
#

Does vc1 activate as expected? Just wondering because it's Any Player + Present while you said it's supposed to fire when a vehicle is removed from an area.

wheat silo
#

i have it set currently if a player just gets on the quad. i have a different scenario in the vr map for testing. but yes, it does work, when a player enters the small cube ontop of the seat it activates

#

i was trying to limit the variables so i just simplified it to player in area, instead of player in vehicle/ vehicle leaving area

wind raptor
#

Have you used the debug console before?

wheat silo
#

no i have not

wind raptor
#

In the Editor preview you can bring up the debug console by pressing Esc. Look for a wide box with the title Watch: above it and put alive vc1 into that box. It should now say true below that box until you activate the vd1 trigger, then it should change to false.

wheat silo
#

it still says true

#

it seems when i get on the quad it activates both triggers for some reason

#

does getting on the quad change the quads variable name?

wind raptor
#

No.

#

If you add something like systemChat "Trigger X activated" to the on activation expression of each trigger you'll can see exactly when which trigger activates.

#

(or you can use one of the watch fields in the debug console to check with triggerActivated)

wheat silo
#

is it possible for you to vc so i can screenshare? mite be easier for both of us instead of my doing trial and error

wind raptor
#

Yes (you're lucky) 🙂

wheat silo
#

thank you

#

should we use off topic vc?

finite sandal
#

This is more of a meta question, but technically speaking, is the 3den editor a game engine?

prisma oyster
#

no

#

a game system eventually

last aurora
#

eden uses the game engine

dim kindle
#

Hi so how do make an AI fly a helicopter to a certain waypoint then land there and fly away. And then come back for extraction

drowsy yew
#

Use that and translate it into the helicopter

drowsy yew
haughty sparrow
#

is there a way to make the onslaught module start with a trigger?

#

or have enemy ai respawn? , i tried EOS but they won't spawn after following a few guides that i had to dig for

cloud sparrow
#

If you're talking about SOG, this module is not trigger activatable.

opaque apex
#

@past sun I asked you a month ago about this: #arma3_editor message

And uh, believe it or not I figured out an alternative. Instead of honking the horn, attach the ieds to the vehicle. Then, use the [obj addOwnedMine item] to add the 2 ieds to the driver of the vehicle. Slam into something with the vehicle, and trigger the mines. Figured you might be interested...?

past sun
opaque apex
#

Haha fair I should've known I was a step behind 😛 thanks for your help back then anyways

past sun
opaque apex
#

Is there something I'm missing for having the engine on?

#

Other than it just being faster to accelerate?

past sun
opaque apex
#

Ahhh I misunderstood lol. I'll poke around, I like that idea...

storm pine
#

I need to make it so that a squad gets in a boat, after the squad is in, the boat moves to certain location, squad then get out and attacks

#

What is the sequence of waypoints?

acoustic yew
#

if the driver of the boat is in a different group you can use transport load/unload

storm pine
#

Yes but when I do that, the ship leaves without the team

#

Ok

acoustic yew
#

if you dont want the boat to move at all you can add a hold waypoint and connect it to a trigger in "skip waypoint" mode

storm pine
#

Ohh

#

Thanks

acoustic yew
#

i cant think of an exact command off the top of my head but in the activation field of the trigger you can find a way to check if all units are loaded

storm pine
#

Ok

#

Thanks

acoustic yew
#

something like "count assignedCargo boat1 = <number of people in the squad>"

storm pine
#

I’m loading marines onto a Spanish Landing craft, then that landing craft is going to go to an island and unload

acoustic yew
#

if you want to be meticulous about it putting a hold waypoint will tell them to wait and then you can use a trigger to remove the hold waypoint

#

i havent done this exact thing but i gave you the activation field I would try

#

im sure someone else can be more of help with the vehicle specific stuff

storm pine
#

Thank you

vivid tree
#

with ACE Interaction, is there a way to increase the distance to interact with ACE object?

spare phoenix
#

Any recommend way to implement custom connections in Eden or just do what works?

nova meteor
#

hey complete n00b here, i have a custom 3dsound that I want to work on the steam workshop mission, how would i go about adding it to the mission? I can't seem to find out online. Heres a video of my custom 3d sound for reference https://youtu.be/jRqsfl9h60E?t=8

acoustic yew
#

ace settings can be edited for the client, mission, or server

wind raptor
dim kindle
#

How do i make a car wait for me until i get in, they always drive up to me and get killed by AT

golden aurora
#

Once you have those set up you can do what ansin11 said and use the play and say commands to play the sound

#

If you need detailed help for it, feel free to DM and I can help you out with it

golden aurora
dim kindle
#

Yea

#

But not come to me

#

Stay in place

golden aurora
# dim kindle Stay in place

So you want the car to drive to a place near you, and then stop and wait for you to get in, and then drive off once you're in?

dim kindle
#

Yes

golden aurora
dim kindle
#

Alright

golden aurora
dim kindle
#

Im waiting

golden aurora
dim kindle
obsidian furnace
#

is there like a "snap to terrain" button or something that prevents e.g. tanks from floating or clipping through terrain when i rotate their formations on a hill

shrewd wadi
#

yes

#

its one of the two (not sure which) next to that wireframe globe thingy at the top bar

drowsy yew
obsidian furnace
#

oh yeah i see it now

#

thanks

storm pine
#

anyone know of some good USCG mods, with cutter and uniforms?

haughty ibex
#

how can i link a radar with praetorian anti air

warm bone
drowsy yew
drowsy yew
sinful zenith
#

How do I order a bunch of vehicles in the same group, to drive in a convoi over the road?

#

I placed 4 tanks and just gave them move waypoint, but they drive individually, not in convoi

plain gale
#

formation column, behaviour safe IIRC

sinful zenith
#

I tried formation column, now only the group leader tank drives and the rest stand around at spawn 😄

plain gale
#

Make sure they are place in the correct order in the editor

sinful zenith
#

How do I know the correct order?

plain gale
#

Good question. I changed their ranks to highest in front, lowest in back

wind raptor
#

Right-click on the group icon and go to Snap to formation or something like that

sinful zenith
#

I placed them in colkumn in editor, the second tank now turns around backwards, and the third tank drives around the second.
So I assume thats not the correct order

plain gale
#

try what ansin said

sinful zenith
#

"Move to Formation" its called.

plain gale
#

Otherwise, try to regroup them in the correct order

sinful zenith
#

Ok got it.
On the group itself, set formation column and behaviour safe (default for tank group is staggered and aware)
and on the move waypoint also set safe/column.
Then right-click, tansform, move to formation.

That works! tanks.
Now to figure out why that doesn't repro the bug I wanted to repro meowsweats

cloud sparrow
#

Are you now doing AI bugs?

vestal perch
sinful zenith
#

only performance, fixing server death freeze

cloud sparrow
#

God damn it, I was preparing my Feedback Ticket printer.

prisma oyster
#

printer goes BRRRRRR?

bronze peak
#

Well, clearly not.

dim kindle
#

Anyone know why theres no other files in my .pbo?

small patrol
#

Excuse me, I think I answered this question?

small patrol
#

In the first place, did you put ANY files in the mission folder? You didn't mentioned any files other than the mission.sqm in this "problem"

dim kindle
glossy sierra
#

If there wasn't anything in there except the sqm (Like you posted here) then there wont be anything in there when you de-pbo it....
which I'm pretty certain POLPOX has already said before.

harsh adder
#

Hi
muzzle_snds_93mmg

What addon do I need to download to get the image of this file?
Also can I know the path where this muzzle_snds_93mmg.paa is located?

small patrol
#

For what?

harsh adder
#

muzzle_snds_93mmg.paa
where is the file?

prisma oyster
dim kindle
prisma oyster
dreamy crown
#

Hi guys can anyone help me edit my public server so can move my base round etc, add reward system in things like that

bronze peak
#

You'll need a pretty hefty mission file.

prisma oyster
#

@dreamy crown I invite you not to crosspost and stick to one channel, thank you.

dreamy crown
#

sorry lou just keep getting told to post in different channels i do apologise just trying to get some help 🙂

prisma oyster
#

@lusty roost wrong channel I believe.

dim kindle
lusty roost
dreamy crown
vivid tree
#

Question: In the Editor, on some objects when im in Attributes for that object i can change the scale. im not sure what mods does this but its cool... now the problem i have and want to fix is; once i download the mission file on to my dedicated server the objects that i scaled gos back to default size. (scale 1). any way i can fix this. ty

acoustic yew
#

but if it's working outside of the dedicated server it might be a mod conflict, in which case all you have to do is manually write in "this setObjectScale <scale>" in the init

patent anvil
#

Just opened up the editor to keep plugging away at a mission I've been working on for months. Apparently clicked the "save" button instead of open. Since the two menus are identical except for the top bar (which I wasn't paying attention to) I saved over my mission with an empty map. 🙃

small patrol
#

Why don't you use Ctrl+S just like any other software?

buoyant plover
#

Hey guys, I don't know if this should be in #arma3_editor, so apologies in advance. Is there anyway i can make the Edit Terrain Object module work on a MPscenario? Or at least is there an alternative?

strong marsh
#

Are you executing it client or serverside

buoyant plover
#

serverside

#

It's not reliable when using the lock doors attribute

#

I think this is an on going issue, where some functions of this module can't be properly executed on a server with multiple people, or something along those lines

buoyant plover
strong marsh
#

For doors it may be better to exec that serverside, in the object specific part at attributes there should be a button to enable serverside.

buoyant plover
sinful zenith
weak gale
#
[] spawn { 
testUnit say3D [ "whatsup", 15, 1] remoteExec ["say3D"]; 
};```
if i have this in a trigger that's set to be Server Only with the condition being any player has entered the trigger area, will the sound play properly on a dedicated server?
#

the server should remote execute the say3d command for everyone, right? unless the spawn command is restricted by locality effects or something

small patrol
#

No. This will return an error

weak gale
#

it works fine on my local server, but i'll just switch it to a playSound3D and forget about the spawn.

small patrol
#

Well, the idea and your assumption is true. Except the code you posted, is just wrong

weak gale
#

i always seem to get a case of amnesia whenever i want to deal with playing sounds.

playSound3D [getMissionPath "sounds\whatsup.ogg", testUnit]; 

this should work in a trigger if the activation is "any player", but since playSound3D has both global arguments and effects, do I need to make it Server Only to avoid it playing multiple times for each client?

small patrol
#

Or just use if (isServer) then {};?

cyan garnet
#

hey, just wondering if anybody could point out if anything is wrong with this script here. got this off of a youtube video, and im basically just trying to create a simple safe zone where players can't pull their weapons./take damage.


player allowDamage = false;

while {true} do
{
    player action ["SwitchWeapon", player, player, -1];
    sleep 2;
};```

i changed the value from 100 to -1 in line 6 because the comments said that 100 no longer works.
#

i've tested it, but i still take damage, and my weapon doesn't go onto my back

prisma oyster
cyan garnet
#

oh i see

#

how so? have i typed it wrong

#

ah nevermind i see

#

not meant to have that equals sign.

scarlet surge
cyan garnet
#

i can send you a screenshot of the error message i'm getting since i can't send it here

cyan garnet
#

ah i see

#

i'll go and correct that and test rq

#

ayy, thank you. got it to work now

bold bear
#

I'm having trouble when trying a mission in MP, it kills me before I can spawn and the mission ends, I can play it no problem in SP

prisma oyster
#

that's… unfortunate.

#

(but we might need more details than that)

bold bear
#

I did a simple mission, three playable characters and a few enemies, I placed a respawn point and set it up for blufor

#

When trying it in single player, everything works, but when I host a game in MP, I die before I can spawn, and it does not give me a chance to pick up a respawn point

#

I'll take some screenshots when I get back home

last aurora
#

Missing / wrong respawn template

dim kindle
#

Hey for helicopters I want them to hover in one spot, problem is the swop mod for LAAT/I's do not turn on when in air, any idea just how to have it fly to the position you want it to be and just stay there?

spare phoenix
#

Wdym not turn on?

gray shell
#

You don’t even need mods to do that

dreamy crown
#

hi guys i really need help getting my dedicated public server sorting out as having some set up issues ie loading whats on my public server into editor etc so i can move stuff round and get it how i want it, any help would be appreciated

dim kindle
solar trout
#

I would have never guessed that the hardest part of me making missions would be trying to figure out how to make animations loop

#

Like for the love of god

small patrol
#

Use disableAI "ANIM"

solar trout
#

That's it?

solar trout
#

If that works I’m gonna need therapy

small patrol
#

Read the doc for more info

spare phoenix
dim kindle
#

I do that

#

But I want them to stay in the air hovering

#

That's the thing

spare phoenix
#

Do they land or what?

hard mantle
agile ingot
dim kindle
spare phoenix
#

or do they circle the waypoint and not complete it?

dim kindle
#

Tried that, they just circle the waypoint

#

even a guard

spare phoenix
#

helicopters don't circle waypoints, they are probably VTOL's

dim kindle
#

ah

spare phoenix
#

let me see, I am curious. When do AI change into helicopter mode as VTOL pilots

#

maybe we can force them

dim kindle
#

Elaborate?

spare phoenix
#

gotta test it give me a sec

dim kindle
#

aight

spare phoenix
#

Are the LAAT's in the helicopter or plane category in eden?

spare phoenix
spare phoenix
#

I think I have an Idea

#

How high up is the hover?

dim kindle
#

it is around I think 5 ft above

spare phoenix
#

I'd say modify the base arma 3 landing script to make the laat hover right before you have tpuch down.

#

I don't have time right now, but I'll look for later tonight.

gentle hull
#

i need some help bug fixing

#

less bug fixing or more of issue fixing

#

im having a problem where i can only set on entity as "player"

gray shell
#

you can only set one entity as player

#

it isn’t a bug

#

However, you can set other units as “playable” for multiplayer or just to control other unit in case you die

harsh rune
#

I’m having this issue where I’m in Eden editor but my mouse cursor won’t open the units when it goes directly on it but then it highlights it when I’m a bit far from the category units on the left

gray shell
#

It’s a bug that happens to me a lot, just close the game and open it again

fierce arch
#

hi. when i let an AI fly a jet automatically then it flies about 300 meters and then stops in the air so much in the editor as well as on the server.. map is tanoa

#

Altis works perfectly

sacred schooner
#

Is there a way for the players not to have any of the HUD elements of Sector control when a sector control match is going on?
I want to use the Sector control game mode and the Spawn AI module with it's sector control AI module to emulate AI just running around an AO fighting each other indefinitely.

hard mantle
#

this might help

opaque kindle
#

does anybody know of a good ship to use for a ship boarding mission?

spare phoenix
opaque kindle
#

that i know, i use already use the large civilian ship you sent but i will check out the other one as well and check which one is best for my crew expandable op

opaque kindle
spare phoenix
#

np

dim kindle
#

How do I force the siren and beacon lights to be enabled on the vanilla civilian ambulance on mission start? Trying to make an ambulance wizz by using AI with its siren and lights on

azure cave
#

is there a way for me to make an opfor faction friendly to blufor until fired upon?

dim kindle
#

Behaviour safe will not let them shoot until fired apon, almost like you can sit them together, they will hate eachother but won’t shoot eachother 🤣

azure cave
#

working on an insurgency mission but i need opfor to be around for reasons.

hard mantle
azure cave
#

unless you know an easier way

solar trout
#

I assume I fucked up but, the** animations** I have set up for units to play don't work in multiplayer. They work in single player just fine and how I expect them to but in multiplayer they just don't; standing still upright not doing anything. I assume I fucked something up.

hard mantle
#

because you need isServer checks

solar trout