#arma3_editor
1 messages · Page 56 of 1
alt+left click tp
i was hosting a game,and used a map tool
since i was hostinh
i've got teleported
that's Editor behaviour 🙂
you can script a workaround, or simply not host from Editor and export your mission
ah,ok,also with that,any way to remove a pop up when presing tab?
change your keyboard binding? Tab is UAV window iirc
no,i'll make an screenshot
btw,recomendations on any mortar mod?
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
-150% of users I believe
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?
To clarify all your questions about restrictions:
https://community.bistudio.com/wiki/Arma_3:_DLC_Restrictions
Short answer: No restrictions are applied for music.
@past sun Thank you a lot!
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
Post details
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^^^^
Where/how did you put that? What's the module side config?
so thats in a text document in the mission file and then in the module ive got
in the CfgORBAT path missionConfigFile >> "CfgORBAT" >> "1plat"
needs to be in a description.ext file
i can make you a example mission if you want?
already got it in there, just wont show up on the map with a icon, idk why
can i upload a mission file here ?
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
by the sound of it, Armagic
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
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
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 ! 💪🏻
Can you just turn off autonomous in game?
custom respawn position as in a module?
have you checked this one out: https://forums.bohemia.net/forums/topic/190896-supply-drop/ ?
apparently there is a code field to add your items via script
is that the only respawn?
Explain yourself
Like in the UAV terminal you can turn off its AI
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. 😂
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
It is yes
then you can use the onPlayerRespawn.sqf and execute:
params ["_newUnit"];
_newUnit setPosASL (getPosASL _newUnit vectorAdd [0,0,25]);
Brilliant cheers
One with this, will it Spawn every one at height from the get go.
So originally they will spawn at ground level at start of mission, however when they die I need them to spawn at height
you have to change the 25 to the actual height of the carrier. Another option would be to use the respawn module but there you have the problem that a parachute will be spawned
Arma troubles, cheers bud
Thank u it work perfectly now,, didn't saw this
Hello! Is there a way to flip an entire composition to get a mirror of said composition?
select all -> copy -> paste -> rotate? 
object is not symetrical so that would not work.
oh yeah nvm lol
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
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.
can i get help?
not if you don't state your problem
i cant send a video can we come to a voice chat?
negative
wof
hammm... so I am trying to do an auto gate
and is not working😩
@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
This 😂
How can i keep vehicle appareance settings after a vehicle respawns?
Hi all! I need help solving how to keep the appearance on the NDS_6x6_ATV_MIL after respawning it. As it looks right now, Ive chosen it as bellow.. . [Snow,1],[Camnetdeploy,0,handguards,1,bullbar,1,HideBumper2,0] But when it gets destroyed it spaws back green and muddy instead of snow camo.
Only with a mod
@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
I requested that shortly after Eden was released but had no luck =/
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?
@quasi hollow
this discord server speaks english only, thanks
me inglish
me from rusya so cant spek inglish good
Need to look into that.
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
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
Hey
Pertaining to what Sanchez was asking, does SetObjectScale mess with performance?
And/or attachtoRelative?
the only way making sure AI in playable slots are not disabled is to skip the lobby with skipLobby = 1; right?
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
ADD THE AC-130 RN
no
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
following up with this, is there a way to get units of specific factions be aggressive towards other factions even if they are on the same side?
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.
Suggest you not to do such posts
How can I duplicate things
copy & paste?
no u
(and no spam)
(and no name-calling)
(#rules)
Is this correct channel to ask why my waypoints arent working?
most likely yes!
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 🙂
How can you cover a part of a map so people can't see what the terrain is like there?
You can't do it with map markers because they change size when you zoom in and out, but i've seen this done in an online server before.
Example of what i mean:
https://cdn.discordapp.com/attachments/854465166817099776/904369985252626473/map.jpg
Use map markers, not the icon but the area one
omg thank you <3
i didn't see that tab XD
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
enableSimulationGlobal
ty
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
try vanilla
if waypoints work in vanilla but don't with mods, then it's a mod issue
yea
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)
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
Hey is there anyone willing to walk me through the editor and Zeus?
there is an 3den tutorial ingame in the top right
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
use steam mods and create a steam mod collection. then send the link of the collection to your friends
@slender talon
Preciate it
How do I make a helicopter drop in more troops when I request it on radio
My stupid brain cannot process
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
ok
Thanks
That is actually very simple
bruh i can only reload with the middle mouse scroll on nothing else\
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?
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?
Not possible afaik.
Anyone know if it possible to adjust the font and hud size in Eden?
perhaps by changing UI scale in video settings
other than that only through modding
Any mod recommendations that would allow me to make the left and right panel larger?
If not, I will hunt one down
never heard of any. Quite possible there are none
Another newbie question. Is there a way to place objects so they are level instead of parallel to the ground?
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
Get a position inside the caves:
private _pos = [[4447.98,18282.5,0], 1, 16, 3, 0, 20, 0] call BIS_fnc_findSafePos;
missionNamespace setVariable ['PlayerPos', _pos,FALSE];
player setPos _pos;
Then the player will spawn there.
This is an example position: [4447.98,18282.5,0]. But place an object there and right-click and save pos to clipboard.
I'll give that a whirl, appreciate it
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.
If you're using ACE, in the ACE arsenal you can make loadouts public, or set some as default
I think you should just turn on Forced not fire in the teams
Or get 3den editor
Also how do I copy and paste
Ctrl+C to copy Ctrl+V to paste just like any other softwares
Thanks
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?
primaryWeapon and others return the current carried weapon not on hand
so if i am not in possession of any weapon this should work?
Oh so, what
a weapon out
means, if the player has carrying one?
ideally, if they have a weapon in their backpack it would not trigger
i think i just forgot to set them to captive initially
I see
How can i disable damage for selected vehicles?
allowDamage
this allowDmage false; in vehicle init field 😉
thx
btw,any recomendation for doing a vehicle respawn?
iirc arma has a respawn module
?
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
it doesn't works
thx
You should be able to place down a vehicle respawn module and sync the the specified vehicles to it for that side. There should be a setting in there about deserting vehicles too
Counts both sides
Also,had issues with vehicles spawning and exploding
Hmm. Spawning and exploding is vehicle placement issue. So try and raise the vehicle just above the ground and see if that helps
https://www.youtube.com/watch?v=xpJxbKCJ3MU&t=16s I've been trying this tutorial for the last hour
I need help it doesn't work
I just checked the time I spent in arma, it was 3 hours
but the tutorial is 3:38 minutes!
you spent 49.54× too much time in the game 😮
I tried it, and it worked.
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.
how do i put title text on the bottom of the screen instead of the center? thx
how do you put it at the centre to begin with?
help
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.
Try this.
titleCut ["Hello, how are you?","Plain Down",3];
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?
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
Thank you so much
It's now just the people coming and not confirming
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
Is there a way to make placed weapons respawn after a certain amount of time?
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?
Yes
Mooods?
Do I send out the pre-set or just list out the mods?
I want to know what's more convenient for u
What's the difference between two?
More like, the complex building, what made it?
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
Well, Arma AI doesn't recognize non-terrain objects well AFAIK
They were phasing through the walls too
What I said
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
weird how?
weird AI Jankovic
now thats weird
Just shooting through walls and the likes
I’m trying to use a support module to let the player call a helicopter for extraction. How do I do that?
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?
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...
@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.
How can I make it so that when a trigger or something happens the independent Factions turn against the BLUFOR factions?
Maybe setFriend ? : https://community.bistudio.com/wiki/setFriend
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
e.g assignAsGunner
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
selecting the unit should also select the entry in the entities tree
anyone knows any good dense destroyed cities? for a ww2 op, sort of like berlin preferably
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.
how do i make a character immortal
there is a checkbox in the attributes called "Enable damage". or use the script command allowDamage
didn't work
both of the methods?
no i think they work but not for specific mod units
what do you mean by "mod units"?
like the predators from the predator mod
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
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
have you tried disableCollisionWith?
Thank you!
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
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
the vanilla modules work
see https://community.bistudio.com/wiki/Arma_3:_Civilian_Presence
I tried that before but got very confused on setting it up for some reason
you have tutorial on youtube if you want
Why does vehicle nvr cross the bridge
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
Top right of Eden Editor, there's a tutorial
We need a way to do freehand lines in the editor
It would make doing nato/Russian markers easier
how do I make the game end when a team is dead
you can make a trigger to activate when no member of a linked group is alive/present
…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?
Thanks but i can't script so I'll go to a tutorial
this is what I meant with a trigger, no scripts
then this is #arma3_scripting
- place a trigger
- place down an end mission module
- sync trigger to the module
- place in trigger condition
({alive _x} count units [groupname]) == 0
or
!alive [unit1] && !alive [unit2] && ...
that's how i do it at least
Thanks
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
Is it possible to remove building or trees of the map. If so how?
Hide Terrain Object or whatever its called, there is a such Module
thanks
Vehicles blowing up? Sorry never had that issue
Really? I remeber this being a recurring issue with the way arma spwns vehicles
respawning migh be an issue if they are too close to each others yes
give them enough space and it will be fine
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?
it's not really about delaying, it would be about writing your own script to create the object somewhere, rotate it then place it
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?
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
In this scenario its a joint French, German, and American Invasion into Russia
if for that you'll have to study military landmarks on your own then 👍
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
Aaaaand the garrison buildings menu is stuck on. Joy.
@humble rain
is the plane in the same group as you?
YES HERE 😄
So what you had in mind?
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
okay so if it is dorectly in my group it should know where it is right away?
most likely yes - given your own character knows about it (right click or press T to be sure)
Alrighty, so having cas type units is best in my own unit
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
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
no way with "just" HC
Can i add supply box(ammo,guns & all) to the steam workshop missions for both SP & MP?
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?
add such supply box feature to existed one
Probably you just need to use Simple Single Player Cheat Menu aka SSPCM
for MP?
Probably needs some workaround like extract the mission and edit it, but not recommended I guess
Another question - How to remove existing friendly AI roles & add Roles I like in a steam workshop mission for both SP & MP?
AI Roles?
yes suppose I have my friendly AI as rifleman and I want to replace him with marksman
It was just a label, does nothing to do with the AI itself
I didnt understand
You actually can, but it will need to remake the AI
You can't just change the label
anyway supply box thing will bring some solution
But would have been great if it will be for MP too
Thanks for helping
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?
It would help if you say what mod it is...
Its a Romanian Armed Forces mod
It includes weapons, attachments, equipment and uniforms
Soo can anyone help?
be patient, young one
in the editor and in Arsenal, you can sort/filter by mod 🙂
Thank you
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 🙂
is there a quick way to make an infinite arsenal?
like virtual arsenal?
i got it, i was holding windows instead of using the scroll wheel
ok
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
is there any documentation on the logic entities in Eden for contact? such as the reinforcements point and the patrol waypoint
scroll to the bottom. there is some stuff on the BIKI, but not sure if it exactly contains what you are looking for
https://community.bistudio.com/wiki/Arma_3_Contact
thanks <3 i'll take a look
welp, sadly no documentation i could see on those specific things
but can you put battles in the editor already created by other people?
Can you somehow lock players form using specific weapons, is to avoid players from using AT guns that they shouldn't
i think it's because the squad leader needs to be in the driver seat?
Anyone know how to enable ACE Sitting? I can't get it working
I think something is borked with ACE sitting after they merged ACEX with ACE.
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 ?
with the helicopter, set it to careless, that will stop it from staying in the area. You can waypoint the troops to move when they are still in the helicopter and the waypoint will come into effect when they have been unloaded
won't the troops dismount during mission initialization?
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?
only one way to find out
testing it rn :o
lol
holy shit it worked
good 
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
ha lol
thanks so much for the help!
anytime!
yes, known bug, will be fixed in the next update
Does anyone know/understand how to create ORBAT Markers in Eden using the ORBAT Group module?
How do I make a npc follow you after you help / heal them
Also how do I make a dead body
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.
Spawn a unit and set its health to 0.
Also how do I setup exile in arma 3 single player
Best ask the Exile developers / community.
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
Try with « selectWeapon »
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?
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...
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.
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
He take the good weapon but after it he switch again?
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?
Still wanting some help with it
because you need to tell the soldiers in your group to disembark. Do this by pressing: backspace, 0, 9, 9, 5, 4, 1. Then disembark last. You can tell them to disembark just before the heli touches the ground for speed
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...
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
damnnnn how did you do that 😂
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.
yikes
?
make the launcher the only weapon that unit has through the arsenal
idk how zeus works, maybe make yourself invincible?
I don't know how to do that and I still want to be able to die but I also want to respawn as the same character
this on multiplayer?
Yea, I have a server that me and some friends do ops on
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.
Ok
seems that way
the launcher is all the unit has
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 ?
something almost exactly like that... now, the other aspect for me is this: does this save in the mission file? or can I specify a custom mission/config from which to load them?
it will be accessible for every mission you make in the compositions tab in the editor. It will save in the mission when you place it
well, let me rephrase the question a little bit. I want to save it in a 'framework' mod if you will. think like KP Liberation for instance. is that possible? even if I have to reverse engineer the grouping, class, whatever.
so that it comes installed with the mod?
is this the right channel for getting help with mission making
this and #arma3_scenario 🙂
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
haaaaaah try and make it one message haaaaaah
why
but basically, you will need a bit of scripting. "as soon as everyone is out, lock the boat"
whats support waypont for?
Have a read here https://community.bistudio.com/wiki/Waypoints#Support
Is anyone able to help me figure out the strategic map, ORBAT markers, missions and task assignment/completion within the strategic map?
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.
did you sync the task to the vehicle
Thank you I didn't think of that.
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.
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?
probably a mod map that has messed up config
solution = find and remove the broken map
the broken maps are all the original ones
altis, stratis and malden all with tanoa grass
I mean you likely have some modded map that has broken config that breaks the vanilla maps
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?
Ok, how would I switch them mid op?
group them with a opfor unit could work
Sometimes it will look like this on the map.
How to disable this:?
https://cdn.discordapp.com/attachments/909993636572299317/910063870465413161/20211116145935_1.jpg
you may have a marker over the map?
Zeus enhanced lets you change side relations mid op (if youre doing zeus that is)
setCaptive (that involves #arma3_scripting)
@prisma oysteryes
Occasionally, you would like to disable displaying the location of NPCs or AIs on the map.
Do you have a way?
forgetTarget if they are not in the player's field of view
otherwise it's a difficulty setting
how do i fix it though?
Unload the broken Mod
could use careless on the OPFOR guys until they should be engaged ig
Figured out the attach to command, I will Frankenstein the absolute fuck out of things.
setCaptive or
setFriend
or maybe just a few triggers and that'll be all he's needing to get the job done
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
One of your features @plain gale?
save loadout makes you able to access it again without needing to find the parts individually, it groups them together for easy selection. In arsenal, you need to make sure you click apply and the unit should then have those loadouts
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?
you can hide terrain objects with a module in editor
place it over the building and adjust the module settings accordingly
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
you don't see the markers once you play the mission
you can't remove it (markers ect) while in editor
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.
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
You said I can hide objects in the editor with modules if set accordingly. Do you have a setting for this?
Hello all Since the last Arma 3 update they induced a simple module to hide and destroy buildings in the Eden editor so no code is needed and makes map editing some much easier.
Don't Forget To Subscribe: https://www.youtube.com/channel/UCiRjeJBUEefhPwmt4Vaq0gQ
Hey everyone if you are looking for low-cost reliable servers. Most reliable host f...
How can I make it so the UAV operator AI can actually use their UAV
You dont. The best you can do is spawn a uav and give it waypoints and stuff
does this also work with a UGV?
yes
Then why are there UAV operators? They just exist to look pretty?
they exist as a role, but guiding an AI to use it is painful and/or impossible iirc
a player can do it just fine
Thanks man you always help
place the "Hide Object" module over the building in the center until is disappears. You can always change the size of the zone. Then when you place your buildings, make sure that you turn off simulation to prevent them from being destroyed at the start of the mission as the terminal will spawn in but then disappear after a moment but its there long enough to destroy a building
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
maybe it is made of multiple pieces, aside from that not really
Iirc it has two halves last time i placed one it with debug menu.
@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.
The terminal isn't the only one that is in parts.
The Aircraft Carrier and destroyer are
Some ruins are
You could try map editing.
Save a mission on Altis or whatever, download Arma 3 tools, and look up a map editing tutorial or the #arma3_terrain could help.
The hide module in the editor has settings for what you want to hide
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.
How do I make AI medevacs for AI?
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?
"Item_Laptop_closed" is the classname of the container that holds the item. The actual item name is "Laptop_Closed". This works:
if ( isServer ) then {
this addItemCargoGlobal ["Laptop_Closed", 5];
};
Huh. Thanks! Kinda wierd ngl.
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
Maybe your condition is not met
Btw any chance you could but this info in BI wiki? I hadn't realized this at all, and Google Foo led me nowhere.
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
i edited the description and added a note. maybe that should make it clearer
Place an invisible helipad and order the heli to land there
How do I make em uhm go somewhere
I'm very new to the editor
I literally got the game today
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.
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.
Oh can you still tell me how
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
How do I make one group leader
And how do I like uh turn em 360 180
They keep facing the same way
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)
Which one is rotate
the circular arrow is the rotate tool
Ah got it blue
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)
Okay the ai is a shit driver
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
Where do I get zombies
Youd have to download a mod such as ravage or something similar
I thought it was part of the game
thats dayz youre thinking of i think : )
there is, but only via mods
Is there a way to make civilian AI always have binos out?
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
try selectWeapon
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?
It is wrong to post on multiple channels. CDlc missions are also ebos so they are not available for editing.
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.
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
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.
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.
what do you want to know about
Mostly how to be able to make quality missions, make them more alive, but also how i make ai do things and some smaller stuff like intros and the more visual things.
try this and ifs there anything you need help, just hmu. https://steamcommunity.com/sharedfiles/filedetails/?id=843204631
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*
is it a friendly or opfor and are there any enemy units in the area? If so, put the unit into careless
It is a friendly unit bringing one group from a to b and back eventually. IS there btw a way to only make it leave as soon as that one squad is inside the heli?
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
After Land command, use Hold to keep the helicopter in that position and set the timer values to however long you think it will take to load the squad. Then set the helicopter to go back to where you want it to be.
Maybe set the AI to Open Fire NOT Open Fire, Keep Formation. That should make them move about when in contact with enemy forces.
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
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.
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
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
Do I need to sync the Set Task State module to the task I want to change the state on?
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?
Yes, load the optional component and use it in multiplayer.
There is no multiplayer button once you load the optional component :(
Oh nice
But contact also changes a lot of default UI like Map/Briefing UI
So there might be bugs
Question, how would I go about running this on a dedicated server?
-mod=contact
Where is that? 😅
idk if there are any server files for contact, most likely not so you would need to get them on server somehow.
It's a mod param, you load it like a mod or a cdlc.
If anyone is wondering just upload the Contact folder in your Arma 3 files to the server and change its name to @heavy thistle and load it as a mod like veteran29 suggested.
Apologies if this pinged you, forgot to uncheck it ^
my mission isn't ending when a team is out of tickets for some reason
Maybe https://community.bistudio.com/wiki/fadeEnvironment, but you'll have to try if it applies to the sounds used by that specific class and if the side effects (influencing other environment sounds of the same category too) are worth it for you.
Not that I know of but if neither team knows where the others spawn is, and you disable arty computer then you should be fine
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?
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
sorry to revive this. but this doesnt work since a recent update. the respawn doesnt work on MP
and when you replace AI it just respawns you
for the killing, place a seek and destroy waypoint. Flare idk
How do I make everything I place editable in zeus
I suggest initServer.sqf (so you can actually omit the if (isServer) check).
Where is that
Perhaps you will find this useful: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting#Script_Files
(if not, you can always ask more questions)
aight
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?
how reliable are servers under arma 3 pc hosting? do you need a beefy pc to host one for around 10 people or.
For the load out, make sure that you hit Apply. What do you mean by facilities? If compositions, then hit Groups and select F5 or the yellow marker (in Eden) and they will be under "Steam Subscribed Content"
@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
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,
- Delete your units and replace them
- 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
You can also right-click on a unit in the group and go to Set as group leader (or something like that) 🙂
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?
How do you set the loadouts?
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
What program do I need to make mods
Depends on your actual question and situations
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
Ok
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
So
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
What?
I am not trying to troll.
I don't think that was the idea behind that question honestly
for model making, see #arma3_model
for texture making, see #arma3_texture
for config making, see #arma3_config
people may guide you there or at least explain each step to you 🙂
I mean the YouTube part. Maybe because I just dislike how lol'd in that context
I find zero funny. Endex
What Lou said. We have channels for each parts of modding, not for the general question (unfortunately)
I just apply the load out to the playable unit in the editor
How do I save a scenario
Ctrl+S
Ok, and also, how do I change loadouts
Right click on a unit and there will an option towards the bottom called Edit loadout. Click that. Make sure to hit Apply to exit and not ESC.
Otherwise the loadout will disappear
is there a way to save the loadout if the unit is going to be used in multiplayer?
Yeah, click on Loadout when in the virtual arsenal (edit loadout) and then youll be able to save them
if i do that, it just resets it to a vanilla loadout
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
Do you have any mods loaded?
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.
yeah a couple why
What mods?
nws
Ok, is ACE, RHS, NI Arms loaded?
ace
i havent
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
no im talking about the loadout selection screen before you pick a spawn point
In multiplayer?
ya
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?
yes
Have a look at this:
https://www.youtube.com/watch?v=fSOA869YKjM
Is it possible to do a group scenario Editing? Like me and another guy edit the same mission
Unfortunately no. There are two ways you can get close to it but it will happen as you play the mission and won't save when you exit the mission.
- Use Zeus: https://youtu.be/2rL85JtXb0E
- MCC4: https://steamcommunity.com/sharedfiles/filedetails/?id=338988835
There is another way and that is through making "Compositions", posting them through the steam workshop and then the mission owner placing them in, in eden.
And of course the original way of Merging mission files, so you could have other editors build different parts, and them merge them together.
any way to remove a piece of road from the terrain?
Hide terrain objects? Although I think roads aren't counted by that. Haven't thought to try.
they aren't
Are you trying to hide it outright or bar access to that route?
not possible to remove road
if you want that kind of control you have to start making your own terrain
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
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.
i tried the deletevehicle trigger, but it seems to force one or the other. im not sure if its set up correctly or not
Did you give your triggers variable names?
yes
i did the trigger for vehicle destroyed vd1 and vehicle captured vc1, and both of them have "deletevehicle (opposite trigger);"
Sounds right to me. Can you share a screenshot (upload to a known image host) of one of the triggers?
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
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.
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
Have you used the debug console before?
no i have not
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.
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?
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)
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
Yes (you're lucky) 🙂
This is more of a meta question, but technically speaking, is the 3den editor a game engine?
eden uses the game engine
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
@dim kindle
Use that and translate it into the helicopter
This is more appropriate to what you are after and set the Helicopter crew to Careless. That way they will ignore the enemy contacts and fly away
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
If you're talking about SOG, this module is not trigger activatable.
You can use this function, works similarly:
https://wiki.sogpf.com/index.php/VN_ms_fnc_tracker_attackArea
@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...?
I am aware you can do stuff without honking, the part to detect horn was the issue. You can make it trigger however you want, I just made it based on horn because you wanted so. 😁
Haha fair I should've known I was a step behind 😛 thanks for your help back then anyways
no worries, I still suggest you to prepare a version with engine on though. That would be a cool one now, although with different purpose than yours. 😏
Is there something I'm missing for having the engine on?
Other than it just being faster to accelerate?
turn on engine, boom, just like reallife. 😛
Ahhh I misunderstood lol. I'll poke around, I like that idea...
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?
hypothetically you can just use get in nearest, move, get out waypoints
if the driver of the boat is in a different group you can use transport load/unload
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
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
something like "count assignedCargo boat1 = <number of people in the squad>"
I’m loading marines onto a Spanish Landing craft, then that landing craft is going to go to an island and unload
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
Thank you
with ACE Interaction, is there a way to increase the distance to interact with ACE object?
Any recommend way to implement custom connections in Eden or just do what works?
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
check addon options
ace settings can be edited for the client, mission, or server
https://community.bistudio.com/wiki/Category:Command_Group:_Sounds
Try the play* and say* commands.
Only use copyrighted music in your mission if you have a license for it.
How do i make a car wait for me until i get in, they always drive up to me and get killed by AT
You also have to learn how to use CfgSound in your mission's description.ext file:
https://community.bistudio.com/wiki/Description.ext#:~:text=for more information.-,CfgSounds,-General sounds that
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
So you want a car to drive towards you, then stop and wait for you to get in, and then drive off once you're in?
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?
Yes
Gimme a second, I'm gonna record something for you
Alright
This may take a while so just wait for it
Im waiting
Try this:
https://youtu.be/dcig0jmnqOw
Epic, thanks mate
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
yes
its one of the two (not sure which) next to that wireframe globe thingy at the top bar
right click when the objects are selected and then go down to transformation and it will be there
anyone know of some good USCG mods, with cutter and uniforms?
how can i link a radar with praetorian anti air
Search on steam workshop. IDK about the cutter, but there is one with helis and uniforms
right click and the first option on the menu, hover over it and select group and then click the Praetorian to make it one unit
better looking on GTA LSPDFR really. there's a huge mod that includes all of that
alrrrr
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
formation column, behaviour safe IIRC
I tried formation column, now only the group leader tank drives and the rest stand around at spawn 😄
Make sure they are place in the correct order in the editor
How do I know the correct order?
Good question. I changed their ranks to highest in front, lowest in back
Right-click on the group icon and go to Snap to formation or something like that
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
try what ansin said
"Move to Formation" its called.
Otherwise, try to regroup them in the correct order
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 
Are you now doing AI bugs?

only performance, fixing server death freeze
printer goes BRRRRRR?
Well, clearly not.
Excuse me, I think I answered this question?
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"
Nah it didn't work xD, and no I just extracted the file and opened it up as a .PBO
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.
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?
For what?
muzzle_snds_93mmg.paa
where is the file?
that's… a bit broad question with such little details, don't you think?
there are thousands of mods out there, and they don't list their files. why do you ask?
again, Google may answer 👀
https://www.google.com/search?q=muzzle_snds_93mmg
When I de-pbo it it shows mission.sqm in notepad form
what do you expect to find in there? because if your mission is just a PBO'd sqm, that's all you are going to find yeah
Hi guys can anyone help me edit my public server so can move my base round etc, add reward system in things like that
You'll need a pretty hefty mission file.
@dreamy crown I invite you not to crosspost and stick to one channel, thank you.
sorry lou just keep getting told to post in different channels i do apologise just trying to get some help 🙂
@lusty roost wrong channel I believe.
Didn't work so im just going to ask someone to make a base for me
Yes it was, I seen the streamer/video section but didn't click away from here. My idiot moment out of the way for today 🙂
if you find anyone I would very much appreciate a tag as I will even pay for someone to create my base for my public server
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
you cannot scale simulated objects
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
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. 🙃
I feel you dog 😑
Why don't you use Ctrl+S just like any other software?
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?
It doesn’t work? Edit terrain should work…
Are you executing it client or serverside
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
Actually I don't know, I think it's serverside, I just make mpmissions and someone else hosts them on a server.
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.
Wait what? Lol I never noticed, I'll check tomorrow. Thanks for letting me know
3DEN Enhanced I think does that 
[] 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
No. This will return an error
it works fine on my local server, but i'll just switch it to a playSound3D and forget about the spawn.
Well, the idea and your assumption is true. Except the code you posted, is just wrong
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?
Or just use if (isServer) then {};?
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
player allowDamage = false;
```it's wrong
oh i see
how so? have i typed it wrong
ah nevermind i see
not meant to have that equals sign.
duplicati and run a backup task of your profile daily. That's what I started doing after a similar fuck up.
rewrote it as
player allowDamage false;
but im still getting an error on line 3. what's the correct way to write it? new to this sorta stuff
i can send you a screenshot of the error message i'm getting since i can't send it here
you forgot a ; first line
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
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
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?
Wdym not turn on?
You don’t even need mods to do that
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
the engine for the heli does not turn on when in air already, it has to be on already, it just doesnt turn on.
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
Use disableAI "ANIM"
That's it?
That's all I need to do is just "disableAI 'anim'" in the Input for the unit
If that works I’m gonna need therapy
Read the doc for more info
Try putting it higher up/ in object atterbutes enable the engine already.
If that fails, just have them take off?
Do they land or what?
place in unit init field
while {true} do {
this (or whatever init name you gave your unit) playMove "[animName]"
};
use either playMove or switchMove, see whichever works. and you can get animation names from the animations viewer in the Editor
im not familiar with the swop mod much, but some other mods do scifi airvics using the vtol mode like the blackfish. Is this the case with the LAATs, or do they handle like helicopters?
nope. They just move around.
make the waypoint a HOLD waypoint?
or do they circle the waypoint and not complete it?
helicopters don't circle waypoints, they are probably VTOL's
ah
let me see, I am curious. When do AI change into helicopter mode as VTOL pilots
maybe we can force them
Elaborate?
gotta test it give me a sec
aight
Are the LAAT's in the helicopter or plane category in eden?
try setting the speed mode on the last HOLD waypoint to limited
Helicopter
Gotcha
Nope
didnt work
it is around I think 5 ft above
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.
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"
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
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
It’s a bug that happens to me a lot, just close the game and open it again
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
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.
does anybody know of a good ship to use for a ship boarding mission?
I used this one and this one once. https://steamcommunity.com/sharedfiles/filedetails/?id=1400449010
https://steamcommunity.com/sharedfiles/filedetails/?id=1685039592
Note that AI will have to be stationary as if you let them walk around, funky stuff happens
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
and i was already gonna make them stand still but thanks 😛
np
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
Cheers
is there a way for me to make an opfor faction friendly to blufor until fired upon?
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 🤣
working on an insurgency mission but i need opfor to be around for reasons.
you mean the entirety of opfor or just a faction? cause if you're referring to a faction it's technically impossible
a specific faction. im trying to set up an exclusion zone that is trespassed makes them become hostile. but i figured it out. basically set them to safe then use triggers to first trigger the warning then trigger hostile action.
unless you know an easier way
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.
because you need isServer checks
Don't know what those are sorry.

