#arma3_editor
1 messages ยท Page 57 of 1
Alright
So just put that ahead of the command line for the animations?
well
before
there is also this example in the page of switchMove:
[player, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove", 0];
but still i think triggers on their own already have the option to toggle as to whether if it's possible to only make it activatable when it's a server (?) try checking the Server-only option on the triggers
thought you were referring to side relations earlier, but i'm supposing that works fine as well
is there an easy way to enable simulation for a group of units?
yes
is there a biki article on this?
because i could only find enable/disable for individual objects
i would imagine that one just iterates enableSimulation over an array of units
so what i did was apply a variable name to the unit group, thru dbl clicking the group symbol and then in the init just ran
v1 enableSimulation false;
then via a trigger it is in theory meant to activate simulation. i encountered an error where it expected an object, but got a group. so im assuming it didnt work or doesnt work like that
_unitArray = [dude,dudette,guba];
{ _x enableSimulation true } forEach _unitArray
ah okay, so this will go in the group init then?
its an example
_unitArray can be a triggers thisList
{ _x enableSimulation true } forEach thisList
You can change side relations using setFriend.
https://community.bistudio.com/wiki/setFriend
You can also set individuals as renegade (setRating -10000) but you wont like it if opfor has AIs as even units in same group will attack to those in group. For players it is fine as they have their own logic.
https://community.bistudio.com/wiki/setRating
better if you use enableSimulationGlobal instead.
or if you want the group
{ _x enableSimulation true } forEach (units yourGroup );
if you want to use the group init field you can do
{ _x enableSimulation true } forEach (units this);
i dont remember if this in group init is the group or the group leader
giving it a try
hmm it didnt seem to work
something something generic error in expression
probably a me issue one sec
is it in group init
or a trigger
it is also possible that its a me issue
i didnt test that code
i just wrote it down based on what i remember
no worries. its in group init
so what im looking to do is disable simulation via group init and then enable it via trigger
but im thinking enableSimulation was more meant for individual objects
yes yes
do you place all the units that you want to enable inside the trigger?
oh did you place
{ _x enablesimulation false } forEach (units this);
inside group init?
i am testing group init right now
it doesnt work as i expected
I'll try it by having a trigger surrounding the units that disables sim
rather than group init
seems like a better idea
this one?
yes
place it inside the trigger onActivation
except you naturally want false instead of true when disabling
yee
did it work?
no. so im using the group variable name where you have put _x
the _x is a sqf magic variable
it is each unit in turn when using forEach _yourArray
so it must stay as is
i cant seem to post a screenshot to kinda show you what i have going on, is it cool to DM you
sure
Just continuing this. I have the animation exec in the units INIT not on a trigger. I've tried doing the IsServer code but it also doesn't work (unless I fucked it up)
try [this, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove", 0]; in the unit init
its supposed to do the animation globally and immediately
Thanks
Anyone know if there's a way to force add a radar to a vehicle in Eden?
Only modding.
Oh well. Only VADS for them, no PIVADS.
It probably didn't have a radar that is simulated in the game anyway.
Can you post an example of your code?
at school as of right now Iโll do it as soon as I can when I get home.
Thanks! that worked I think! I've been trying to figure this out for so long. This is a huge relief.
Hey I'll try to keep this short: I'm looking at modifying warlords so I could use helicopters for CAS as well as logistical stuff (medi vac, troop trans, resupply).
Would like it to work like servers like Mike force, invade and annex, support(came with heli dlc) and warlords. Just wanted to tweak and wanted to see if I could bounce it off of anyone.
Anyone know a mod where I can find a Grey Humvee?
Hey everyone ๐๐ฝ i just got arma and I have no idea what im doing. Someone care to help me out?
!gettingstarted
If you're new to playing Arma, its recommended to have a read of #info_help_tips and especially the getting started guide (https://community.bistudio.com/wiki/Arma_3_Getting_Started).
Those resources will provide you with a good way to learn the basics of playing Arma 3 in both single- and multiplayer.
Thank you
๐
hey is it possible to take the flight modal of a vehicle and put it on to another model
Possible but not with Editor
does anyone no how to host a server me and my friend want to know in depth pls and thank you
I'm in the process of making a Zeus game for my friends and I'd like to use one of the default Escape maps as a template and then manipulate it in either Editor or Zeus as needed. Where can I find default files so I can copy it and move it to a folder that I can edit from?
Is it possible to load the injured ai into medical ambulance using ACE, if so what is the key bind
Does anyone know how to make it so that only certain players will be able to see a scroll wheel interaction for an intel pickup?
I'm looking to make it so that if the medic examines a corpse, they get a more detailed analysis of the body, but if a normal player examines it, they just get "yeah, he's fucked up." I've figured just placing two intel objects to pick up will solve the tricky bit rather than having one that both can interact with and get a different result, but can't figure out how to limit who can interact with it.
How do you create the intel?
Object on the ground with
this addaction["Examine the corpse","deleteVehicle corpsebasic;"];
A trigger with
Condition: !alive corpsebasic On Activation: hint "You examine the body and write your findings down on the intel tab."
With said trigger synced to a Create Diary record with the intel in it.
Since you are already using addAction, it can easily be achieved, preferably by ditching the trigger and the create diary record module in favor of doing it all directly in code:
Corpse addAction ["Examine the corpse", {
hint "You examine the body and write ...";
if (player getUnitTrait "Medic") then {
player createDiaryRecord ["Diary", ["Findings", "Result for medics"]];
} else {
player createDiaryRecord ["Diary", ["Findings", "Result for non-medics"]];
};
}];
Thank you.
Since coding in init fields is quite uncomfortable, I recommend placing that in a script file such as initPlayerLocal.sqf, that's much easier to work with.
Anyone know anything about Ace fortify, anyone have any idea how to change what building or structures can be built? I want to add the RHS pontoons.
Is there any way to make a trigger, that is gonna activate once squad1 has entered it, and as result task1 is gonna be completedand squad2 is gonna get attached to squad1?
And also trigger that is gonna smoothly transition music1 to music2
I tried using this code in trigger activation
(units squad2) join squad1
But it doesn't work for some reason
And about music part, I got it working but sudden change sound really bad, since music1 is stealth and music2 is action
At first trigger, I used this
playMusic "AmbientTrack04_F"
and on second trigger I used this
playMusic "LeadTrack02a_F_EPA"
So is there any way to fix those 2 problems?
If I understand correctly, you like the music, but the transition is too dramatic. You can make the music start smoother with: https://community.bistudio.com/wiki/fadeMusic
Thanks! That should make the transition from scouting to engaging much better
So it will be like this
3 fadeMusic 0 ; playMusic "LeadTrack02a_F_EPA" ;
Just tried it. Works on my end. Did you end it with a ; ๐
?
I will be honest... I edit my custom music files with Audacity to have an intro/outro. Never actually used this command. Let me try it.
Alright. Read some BIKI, played around a bit. This is what I came up with:
Trigger 1 (first "spooky" music starts):
10 fadeMusic 5 ;```
Trigger 2 (second "action" music)
```playMusic "";
playMusic "LeadTrack02a_F_EPA" ;
10 fadeMusic 5;```
If there is a chance of these triggers starting close to each other, then you could add a https://community.bistudio.com/wiki/addMusicEventHandler . But that may unnecessary.
let me get some screenshots
okay i can't post images
thats okay
anyways they spawn at a camp, that activates a player present trigger, creates task to head out on boat
trigger > task > task complete > another proximity trigger
so I have it set up to when they "travel" or just teleport to the boat and they're moving there's a trigger there that should finish the task because players are present
but nothing happens
@prisma oyster from the youtube videos I've seen this should work
Does anyone know where I can find some Iranian embassy siege style SAS uniforms?
the Steam Workshop
thanks, that was what I was looking for
Is there a way I can get it so once blufor is in a trigger, a select group of opfor open fire but not before?
@dim kindle Does your group of Opfor have to do anything else? Because then you can just play with https://community.bistudio.com/wiki/hideObject and https://community.bistudio.com/wiki/enableSimulationGlobal
If anyone was wondering, put this in the activation field
yourGroupUnit setCombatMode "RED"
Huh?
I see you're new to scripting ๐ . The commands I refer to make the units invisible and freeze. Your solution is fine also.
Ah right
I've set up a waypoint (Rush using lambs) but instead of ai doing it straight away, I'm trying to make it so that they only rush when the player is in a zone
So i set up a player present trigger and set it as the waypoint activation
But the AI still just immediately rush
What am I doing wrong?
I don't use any AI mods. So I'm afraid I don't have any advice on how to troubleshoot it. You do have the link to their Discord, yes?
It happens with lambs disabled and just using the vanilla move module
Can you clarify with what you exactly mean with rush?
Rush was using a lambs ai module, but now even with just using vanilla arma and no mods the ai do not wait until the trigger is activated
OK. What does combatmode _group in the debug console during the mission give?
You can try a different approach, and use the Hide\Show module. Hide the Opfor units, until the Blue for is inside the trigger zone. Create a layer, put the Opfor units in the layer, and set the Hide\show to hide the layer (Select the layer where you placed your Opfor units). This solution should meet your outcome.
My bad I completely forgot to reply, I've done the open fire thing fine its the waypoint trigger thing that isnt working for whaetver reason @icy matrix
i have a problem in the editor
i have some AI in an artillery piece, and they will not get out no matter what waypoint i use
hi all looking for some expertise in getting my dedicated public server sorted out, base is all done just need all the backround stuff sorted out like arsenal configs, only pilots being able to use heli's all that kinda stuff. open to discuss payment on completion to ๐
anyone familiar with how to require a vehicle for Ace Fortify?
anyone know how to hide task waypoint? I need it so players search for something instead of it being marked
When you go into task attributes, there is destination part, and you turn it off instead of it being module position
Would anyone have a solution for a dynamic, on the fly way of deleting certain objects/buildings around specific zones? For example, deleting objects 500 m from the player, or deleting this specific object in a set trigger zone? Trick is, this object gets spawned dynamically on its own, so no static, one time solutions are useful. Ty all
Should be possible with #arma3_scripting.
Is there a of disabling the movement of automated turrets such as the Cronus radar ("I_E_Radar_System_01_F")? I tried- this disableAI "ANIM" and MOVE; had no effect. Enablesimulation False works ok, but then there are no nice bang effects when you blow it up.
uncheck place unit with crew and then place the unit. the marker should be yellow and it will still blow up
Ahhhh thanks
nws
_ammo = getArtilleryAmmo [gun1] select 1;
_tgt = getMarkerPos "target1";
gun1 doArtilleryFire[_tgt,_ammo,1];
Getting a Zero Divisor Error when entering a trigger with these lines connected to a VLS. Any ideas?
getArtilleryAmmo [gun1]
``` returns an ~~empty~~ array with less than two elements (arrays start at 0)
and select throws that zero divisor error
So if you dont mind telling me if you have time what would i need to do so it works? Still fairly new to scripting
_ammo = getArtilleryAmmo [gun1] select 0;
_tgt = getMarkerPos "target1";
gun1 doArtilleryFire[_tgt,_ammo,1];
``` maybe
do you have an artillery piece named gun1?
The VLS (Cruise missile system) is
So it works with a actual arty gun but not VLS, time to do more digging and see if i can find something for the VLS to work
Does anyone know how to put a complete image on to the Briefing Room Screen? I have put it on but it doesn't show the whole image, only part of it
Use a resolution of 2048* 1024 or anything with a 2:1 ratio
Ok, I'll give that a go. Thanks
It still isn't working. And neither is Gyazo or Imgur so heres the discord image link: https://media.discordapp.net/attachments/753700965420368002/919702267798638592/107410_20211212212422_1.png?width=1202&height=676
What is the image
Flag of Russia
oh, the linked image is the problem, the image that should be showing is the flag of Russia
Well, what image are you using of the flag of russia
the briefing room screen takes the top 2048* 1024 of a square 2048*2048 image
The briefing room table takes the bottom of that same image. scaling the image accordingly makes it work.
Brilliant, thanks so much
np
Yeah theres an Ace Fortify Proximity command you can use with pushBack. Place the Fortify Locations module. Run something like this (best not to put this in an init box, use an sqf).
acex_fortify_locations pushBack [vehicleVariableName, 25, 25, 0, false];
The 25 25 0 are z y x radius. 0 means infinite, so its infinite on vertical axis.
You can repeat the command with as many vehicles as you like
When you say fortify locations module do you mean the "limit build area" module?
Sorry to go off topic: does anyone know what I can use as an invisible "dummy" object to put an addAction on?
Yes sorry
All good. I figured as much but wanted to confirm
grass cutter or invisible helipad. There's an entity category for "Helpers" I believe which are there for reasons like this
thanks
I fiddled around a bit. For future users: most helper objects (under "signs) are in fact, visible. Grass cutters cannot have addAction on them. But invisible walls, yes. They are a bit big, but I'll just have to hide them somehow. Thanks again for putting me on my way ๐
I need some help with ALiVE
I have CSAT occupying the entire map (stratis)
But my insurgent faction (asymmetric) keeps spawning on top of the CSAT, how do I prevent this?
Helper_base_f
Its the base class that all empty helpers derive from. It is invisble and has no special properties. E.g. isn't a landing pad and doesn't cut grass.
Hello guys,
Does anyone knows a way to restrict a Zeus to interact only with his faction ?
I saw there is sided virtual entity but still can access others faction with
You can allow by CfgPatches class via https://community.bistudio.com/wiki/addCuratorAddons
I'm trying to couple it with the "only scenarios addons", would be great but do you use the module or just script it in moduleCurator init or something ?
Init should be fine.
And also would it be possible disabling Remote Control for others factions than the zeus player slot ?
If it's not editable then it can't be remote controlled =p
the addCuratorAddons just avoid spawning units
is not it ?
if the units are spawned by another zeus or already in the Eden editor, it can be controlled
Sounds like you'll need to disable part of a mod that is adding every spawned unit to every zeus.
Yes indeed
Anyone know any good helmets with faceshields? Trying to recreate the Japanese SWAT unit
Although not on the preview photos, this mod does include a helmet with a riot faceshield: https://steamcommunity.com/sharedfiles/filedetails/?id=1142671136
I've got a different question..
Alright, thanks.
About CAS: are drones/uavs such as the Greyhawk capable of "unguided" bombing runs?
The support interface suggests you can. Indeed planes can. And the uavs can be equipped with unguided bombs. But no matter what I equip the uav with, it seems, when requesting a CAS bombing run without laser guidance, the uav just circles the target endlessly.
Are the insurgent factions enemies or allied with CSAT?
Alright: so UAVs cannot use unguided bombs in CAS?
any zeus that knows how to make uniforms stay from eden into multiplayer please pm me
Does anyone have an opinion on the best way to activate a trigger if two other triggers are activated? I tried using the "logical and" entity, but those seem like they may be deprecated (that or I'm not using it correctly)
check the unit attributes. depending on the mod set you're using, there may be randomization turned on.
perfect, thank you so much
What's the best way to activate a trigger using a holdAction?
You can define a bool variable initially set to false, put this variable in trigger's condition, then have holdAction code switching it to true. Although it sounds a bit pointless if you got an activation script on trigger, you could simply put it inside holdAction code.
The trigger is to update task statuses. Idk a way to do that from inside a holdaction. That worked though, thanks.
I tried to use the Ambient Flyby tool and it gave me an error code
"Ambient flyby failed to create vehicle, consider making sure the wanted side center exists"
I used multiple Planes and Helicopters from RHS and CUP and i used coordinates for spawn and target location that were inside the boundaries of the map
I dont understand the error code
The task modules use the A3 Task Framework, so you can skip the trigger and the module by using https://community.bistudio.com/wiki/BIS_fnc_taskSetState directly.
Is there any ways to enable the AI to ignore obstacles? (so they can get through it) The AI is very often stuck and unable to go through sandbags and other objects.
Sometimes in combat mode, they can ignore objects such as walls and walk through them.
I want it to be always on for them in all modes, it can help them a lot
Will it make the game run better if I put hide object things on most of the major cities of stratis? (for an air op)
So I want to call SOG Prairie Fire artillery via triggers in eden editor, is there a way to do this?
actually nvm ill just use the ordnance module from ace
a different thing i'm trying to do; i would like to kill a building via a hold action, just want to confirm if this would be fine in the Code Complete section of an object's hold action
variablename setdamage 1;
Hiding all rocks and other small obstacles on the map will help the AI to navigate, not sure about fps.
Theres no ai in the op, I mean like entire cities of buildings
it should afaik
What is the proper way to define the "viewDistance" on a Multiplayer Mission that is running ACE3? My mission uses a description.ext to define Mission parameters.
I've tried the following with No success:
-
setViewDistance 1000; (Defined in my description.ext)
-
Adding a GameLogic module to my mission and setting the Int to : setViewDistance 1000;
I would prefer to bake the viewDistance into the Mission rather than into the Server Config.
I'm validating changes by running my mission and executing: viewDistance
Result display: 12000
Any help would be greatly appreciated!
What is the question?
and don't crosspost please, I deleted your message in #arma3_scenario
Understood. I updated my comment w my question.
Use the CBA settings system (https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System) to tweak the ACE View Distance settings to your liking.
- setViewDistance 1000; (Defined in my description.ext)
description.extis a config(uration) file, it does not execute SQF code (such assetViewDistance 1000;).
yo bros i wonder why when i play in the editor i get stuck on map screen but my character did spawn
idk what is going on and i cant press esc to get out nothing worked tried every button on my keyboard
Man I feel like an idiot... I've searched and can't find an answer either so I don't think I'm searching for the right thing...
How do you switch between the phases... Intro, Scenario, Outro - Win, Outro - Lose?
https://i.imgur.com/KzH2Ymv.png
click on that and select what you want?
if you wonder "what do they represent",
Intro is when a singleplayer scenario starts,
and Outro when a singleplayer scenario ends - wins or fails
No, I'm asking how you progress from Intro to Scenario in game
how do you actually "end" the intro
iirc endMission is enough
Ok, thanks
TESTER(S) NEEDED
Go to this link below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2680102813&searchtext=Arma+3+survival
Download any of the missions Except for "Arma 3 Survival"
Just run it and make sure it works, here is the checklist:
*Loading
*Configuring parameters (when you load in)
*Spawning
*Looting
*Survive one wave
*Try with multiplayer (If possible)
I tested it myself and it worked fine, but somebody said it doesnt. I need somebody who does not have this to test it please.
Please DM me any major problems. This is just the mission ported to diffrent maps, and i personly don't think their are any isues, as the mod is all random-gen
Thanks in advanced,
Sir.Vapenation
Can someone please help me with the respawn. I have a playable squad leader with several units under his command, if the leader is killed, I want him to take control of another unit from the squad, and if the whole squad is killed then a normal respawn
I have issue, my Ai in the vehicle does not seem to move even tho waypoint has been activated
check if the driver ai is the leader of the group
ok
it is
it is still unable to move
hey can i get help with somthing?
No, unless you state what exactly is the something
Anyone can help me with this issue, it still not working
backup your scenario, then delete the whole group and place them down again
and configure the waypoints again
is it a vanilla vehicle
is it empty with the units getting inside it at some point
if the vehicle has a commander slot try placing the squad leader as the commander
I will try, my old scenario waypoint seem to work while the newer scenario have issue
trying to get ACE slideshows to work, and i'm having issues with it. no error message, and i believe that i have all of my images pathed correctly, but im not even getting the ace interaction menu popping up on the controller. anybody know what the issue may be?
so as far as im aware its not possible to save a comp with units and then use it in zeus is it?
does anyone know to mod when parachuting there is a bag bellow on some rope?
Since A3 2.06, custom Eden Editor compositions are also available in Zeus.
So, Iโm not at my pc rn so I canโt edit anything currently, but Iโm still curious as to how to make it so players can choose preset classes when they spawn in. Iโm semi new to detailed mission making for Zeus stuff, and just want to learn more about the E-Editor.
yet when i save a squad of units as a comp it spawns in empty, like they just vanish as soon as they are spawned
That happened to me, the log said showed an error on one of the assets in the composition. Prevented the whole thing from spawning. Check your RPT, it will tell you what is breaking it.
Engine (& script) errors go to your RPT. Script errors you can see using the -showScriptErrors startup parameter. In this case it would be an engine error
How would I go about animating Camera_F with a rich curve timeline?
I've tried syncing the camera to the curve like i would normal objects, but this doesn't move the camera.
How would I export a faction PBO to the workshop?
can I somehow make a respawn marker that spawns the player in a vehicle?
I have absolutely no idea how to use it
what should I do, step by step?
I'm trying to set up a simple 1v1 plane mission where players can respawn right in the vehicle
I tried syncing respawn marker to the vehicle, but that doesn't work :(
so I tried putting this
[blufor, wasp] call BIS_fnc_addRespawnPosition;
into Init field of the Game Logic module
I also put "wasp" in the Variable Name of the plane
and it just spawns me in the corner of the map
In your mission, does the player needing to respawn also mean that his aircraft has been destroyed?
most likely, but they can eject
The main problem right now is that the specific vehicle the respawn position is tied to is destroyed at the time of respawn.
There is also a respawn system for vehicles, so you can try setting that up (so that the aircraft also respawns), but last time I tried to use it, it did not work properly - plus I don't know if that's going to solve the problem.
There is also a different approach, but that is going to require some scripting: Place the respawn position on the ground and upon respawn, spawn a new aircraft and move the player into it.
whats the best way to make operations feel more immersive and at the same time still fun and chaotic?
not just mods, but maybe also some otehr things i dont know?
mortaaars, nukes, butterflies!
unexpected goat heads appearing on people
or some such that changes the direction of the op
I'm trying to make npc battles, and I just need to turn off 1 thing, automatically making a player when a unit is first placed
Ambient sounds, ambient firefights, civi traffic (active and stationary), barebones setpieces that tell a story (like a destroyed, burning house and a couple of dead gang members out the front).
If immersion is your goal then you should also simulate the battlefield as if the AI were under the same limitations as the players. So mortar barrages come from actual mortar positions. Or QRF comes from the direction of a known enemy depot. Or the enemy have hidden caches at logical spots but guarded fiercely.
just put the player somewhere far away and delete after if it bothers you
Aight
How do I make civilian traffic\vehicles ๐ค
So basically npcs that drive around the map
the simple way is to just make a big waypoint loop
Grad civs is your friend here
Works a charm for immersion & civilian interaction
Hello, I am sorry to bother you but i try to use OLD MAN module and
I have a problem with the relationship module the AI attack me whereas i have made nothing to illustrate my problem i have make an video : https://youtu.be/cXN9uyefs_o
Sorry for my bad English.
it seems i have named an entity as 'x'
i dont remember which it is
can i somehow find it in the editor
i tried to ask the debug console for 'x' ingame
but it returned null-object
i found it by inspecting its location revealed in mission.sqm
so nvm
For some reasons, since the latest patch, when I click the "Play scenario" button in Eden, nothing happens... vanilla Arma 3, no mods, files verified already...
Anyone with the same problem ?
Never mind, problem was that missions directory was a stale link, which meant it couldn't save the mission for testing
How does one add headless clients into a mission?
carefully
Speaking for myself, I found it a lot of work that didn't really pay off.
I found setting up my server(s) and modifying my mission for a headless client a similar challenge to the first time setting up my dedicated server. Because HCs add another layer of multiplayer scripting complexity.
I would recommend you read these two links: https://community.bistudio.com/wiki/Arma_3:_Headless_Client , https://www.dropbox.com/s/1n5a8entg3hvj5z/A3_hc_tutorial.pdf?dl=0 . Then check out this mod (which has its own bugs): https://steamcommunity.com/sharedfiles/filedetails/?id=2450921295
Note: Check if your hardware meets the specs. A major indicator of server performance is the AI FPS. However, if your HC connects tot the server with a >30ms ping, then the AI units may end up behaving more sluggishly. Typically you'll want to run multiple Arma instances on the same PC, with their own cores.
Yeahโฆ. Iโm just not gonna use HCs
Altogether I didn't find the boost worth the trouble. If you want a server that can run 10 players Antistasi, then rent a single dedicated server via the many services that are available. If you want good performance, get nerdy and set something up via Amazon cloud or Azure.
Or Iโll just use my own server lmao
Because Antistasi ran no issues with at least 20 people
Good to read! My experience has been all over with Antistasi. I find performance depends on a lot of factors eg how long the mission has been running, how many players, where the players are (in game), and where they are connecting from (IRL), how much large scale fighting is going on.
In the interest of the environment (and your electricity bill) it's probably good we stick to one server ๐
Itโs usually a RAM/CPU thing, usually CPU single threaded performance over multithreaded
Well, yes, that is the supply part of the question. Don't forget the server ping :)!
hey any idea how i can put the vehicles form the virtual garage in the editor
like this, like what?
find the desired vehicle in editor and place it
if you want to change it's texture or whatever you did in garage, right click on the vehicle and change vehicle appearance
@scarlet crystal Iโll dm you since I canโt do it in this channel
I have dm's blocked, I can help you here and any images you can host on imgur
@scarlet crystal okay sorry Iโll do that
@scarlet crystal here https://imgur.com/a/y8CcN6Q
POLPOX Artwork Supporter, some static pose mods and either custom banner texture or add an overlay in photoshop or gimp
@scarlet crystal thanks I know what flag I want so I just need to find they pose and how would I place the flag like that?
in 3den editor, it's like stacking up dolls
find the banner object, apply the texture and place it between two soldiers.
@scarlet crystal i have the JPG of the photo how do I got about using the custom flag texture?
I disagree with the other sentiment. It's really not that hard and there are mods that handle the scripting AND give you a full tutorial.
Yeahโฆ Iโm still gonna avoid it
Zulu Headless was the fresh one I believe
Yeah I mean if you dont need it you dont need it. But when you do need it, god it makes a difference.
Is there a way to refuel/rearm/repair all AI vehicles on the map every 10-15 minutes using a trigger or something ?
yes
whenever I spawn a unit in and click play as the character nothing happens anyone know what the problem is?
I have mods
try without mods
it still doesn't work
@outer elk had the same issue, see his post above @solar jackal ?
Yeah, @solar jackal Make sure the missions folder exists and is writable by you
I have this in trigger {_x setdammage 0} Foreach thislist; {_x setfuel 1} Foreach thislist; {_x setVehicleAmmo 1} Foreach thislist; What do I need to add so that this is activated only for AI
I have this in trigger
{_x setdammage 0} Foreach thislist; {_x setfuel 1} Foreach thislist; {_x setVehicleAmmo 1} Foreach thislist;
{ _x setDamage 0; _x setFuel 1; _x setVehicleAmmoDef 1 } forEach thislist
What do I need to add so that this is activated only for AI
forEach (thislist select { crew _x findIf { isPlayer _x } == -1 });
Just curious, since I've never had more than 16 simultaneous players on a server; under what circumstances was a HC a boost?
it is good for AIs
Ha! Yes. I should have added: 16 players in a PvE/Coop scenario
Although, as I understand the engine, multiplayer synchronisation also requires CPU time.
Any way to have a SLV driver be able to control UAVs at the same time?
Pardon what does SLV stand for?
Thank you so much.
Is there a possible way to edit particles in a realtime GUI?
I'm pretty sure there was a EDEN mod on the workshop that allowed me to do so, but i cant find it anymore.
maybe not a mod but perhaps a mission?
don't tell me you are part of those people on forums that say "I solved it!" without posting the solution ๐
3den enhanced I believe has what you're thinking of
if its what im hinking of
Emitter 3Ditor: https://steamcommunity.com/sharedfiles/filedetails/?id=1613905318 ?
yessir
Ah
Also, where is the right channel to put questions about particles? Here?
you may be doing them through #arma3_scripting? or #arma3_config?
oh right, im not a script or config guy lmao
i might need some help replacing particles though,,
where, how, what, whom, when?
what,,
you said replacing particles
or adding
idk
editing particles
As in like, changing the explosion for a grenade lets say
that would require creating a config mod
question, in the eden editor, next to entities on the left dropdown is a tab called "locations" what does it do?
all it does is list the current map, was this something that was deprecated or i just dont know what it does / dont know how to use it
I found that amount of players isnt a significant factor. It's a high amount of simulated AI groups and/or AI mods that make HCs useful.
Missions like Antistasi do a lot of dynamic caching so it'd be pretty pointless in that context
If youre a coop group that want to simulate like 20+ AI GROUPS and have them behave intelligently, then consider a couple of HCs
HCs are very useful when you have many server side scripts running, but without them any boost youd notice at like Spectre said higher AI counts, below 70-100ish theres not too much you notice on a dedicated
depends on the server ofc
maybe you mean this? https://community.bistudio.com/wiki/Location
ahh yes, ty
was just wondering what it did
Not only pointless but it'll break scripted missions unless they are designed for it.
Yes, I think we've collectively come full circle with the conclusion that setting up Headless Clients is more work than it's typically worth.
And, to be a little defensive: I mention player numbers specifically with Antistasi because AI are simulated around players. And as I understand it, having multiple groups of players will cause more AI to be generated.
I had an editor/mission question
I am designing a mission where players take the role of the civilian population. Figured that respawn = "SIDE" might be fun.
But to avoid confusion, it would be nice if players started together as a single civilian group.
I understand you can't add playable units once a mission has loaded. Can you hide units/slots from the role selection screen?
Or
Somehow restrict players to a few playable slots?
anyone know why the
the uhh
shit how do i explain this
you know the thingy in the editor where if you drag something along a surafce it like
tilts along?
if you understood any of that
it wont do the thingy anymore
surface snapping ๐
you can fix that by pressing \ or by clicking the line with an arrow on both sides in the top left (I think)
but for my own problem, how can I tell a door to open with code and triggers? I can get it to work with bar gates, but I cant find the right stuff to get it to work with a fence gate
No, that is a disingenuous summary. It is definitely worth it for Units. And it is way easier to set up now than you seem to be alluding to. Idk what criteria youre creating the cost:benefit ratio with, but I dont think it's okay to have a false, generalised statement sitting for others to read.
or right click on the object, go down to transform and select Snap to Surface
If you're running missions like Antistasi or Liberation that already have HC support it's basically no work. And they are totally worth it.
The only time you have to extra careful is when you're scripting your whole mission, but even then it's not much extra work since you already have to account for locality in "normal" MP.
I think it's honest to say that there have been different and critical opinions expressed on Headless Clients on here eg on how easy they were and how much difference they made in practice. I'm here to learn however. For what kind of missions did you find a benefit to using HC's?
Cool. Did you always run your HC on the same machine?
Yes, always on the same system.
It was wrong of me to say something about everyone's opinion. You're right ๐
Generally any mission with lots of ACTIVE Ai will benefit from HCs
If it's script heavy even more, means the server can deal with networking and scripts while the HC take care of AI simulation
I feel like crying right now i swear. Onedrive synced today and removed all of my arma missions, and now I cant get em back :/
Any way to recover this?
I can see all these folders in onedrive but theyre all empty
This is my biggest fear. I lost a mission a while back, now I just keep a flash drive stick (only for Arma 3) next to my bed so whenever I work on a mission I save it.
๐ฆ
I know this might be a relatively simple question, yet can anyone tell me why an AI AT team does not engage a tank with rocket launchers they have a destroy-waypoint set on? I have not yet found any really useful guide that explains why it isnt working. Generally, both 'Destroy' and 'Seek and Destroy' somehow never work. Is there anything important I have to consider when using them, aside from playing them and connecting them to the AI?
check your onedrive history and also check if you have filehistory on windows active
When I let them run around freely, they engage with rockets without any problem. Just the waypoints are somehow not working
It didn't sync previously? See if file versioning has any of it.
I'm trying to make a short video and am using Polpox for a walking animation, but the player just stays in the same spot while the animation is going, any tips?
how do i change the time?
Ctrl + I
Iโm making a multiplayer mission in Eden and When I go to test it it says that respawn is disabled but I placed the respawn point module and set the attributes in the top drop down to be respawn on custom position idk what else to do
Have you tried shnchronizing module with the playable unit?
Ya doesnโt change anything
Reapawn on custom position means you have to create a marker with a variable "respawn". If the unit is BLUFOR then make the variable "respawn_west" and see if it works
On the module right
Try marker instead of the module
It can be any marker, even a flag or empty marker.
@open atlas syncing waypoints or trigger should work
@dim kindle That's an incredibly hard to accomplish, I don't think it can be done sensibly
Ok well can I make them stay at the rooftops only and not move atleast
Like 0 leg movemement
Disable PATH in AI options, they will turn around and crouch or go prone but without moving around
Very nice thank you
Basically like a stationary turret
Hmm but where do I find AI options tho in attributes?
i've been using Eden Enhanced so long I don't remember
it should be somewhere on the bottom in unit's attributes in a "AI" tab
Eden enchanced mod? I'll get it
or just put this disableAI "PATH"; in unit's init
yeah it is really useful, many keyboard shortcuts and other stuff making the editor more comfortable
I put the ; yet it still says missing ;
Nvm I forgot to add THIS
HELL UES
Finally the sniper is pretending to be a sniper
@scarlet crystal so I wanna ask so much stuff iam new to the game and I kinda really like it so so I saw that ready or not was extremly pricey so I got angry and decided to make a swat like stealth home invasion mission
Atm I finished setting up my own squad to do various things like open doors throw grenades while doing it and sneaking around being silent and all that stuff now iam placing the enemies
keep it up then bud, in case of any questions or troubles this channel, #arma3_scripting and #arma3_scenario are for you
So right now I think because of one AI mod all enemy ai try to come as close to you once they know you are there
I don't wanna remove that mod since it also has friendly team things so maybe if we remove some codes like we did with PATH we can make them work only on the small area I think
Ok nvm it's not because of the mod the enemies just leave all thier waypoint or hold command and they just come for you anyway
Ok iam done with the first mission of this map
Only thing remaining is adding those cute things which say like "go here" save hostage and quest things
I know how to use triggers to do it not perfectly but like really really basic
If iam done with that I may publish my first map
It has 3 main squads and support squads a not too big but packed enemy area
2 main squads are in base the other one is recon it's close to enemy base hiding
There is drone and UTG units so you can play like a swat guy
Hey guys, I'm making a mission that involves the " large Civilian Ships" mod from the workshop. I've put a tonne of hostiles on it, but at least half of them decide to jump ship the second players get close. Any ideas how I can counter this?
I'm assuming it's AI pathfinding
Yeah. use this disableAI "PATH"; in unit init
in each individual ai or in the group?
Unit, not group. You can select every unit and set it for all of them at the same time via right-click > attributes. make sure you put it in Object init and not Group.
you're a godsend, thank you
What is the best resolution for making custom images on laptops, briefing screens, etc?
Weren't they supposed to be ^2?
Hold on I might have something here
Ah, crap, no, I lost the source .jpg and Gimp doesn't recognize .paa... Hold on, maybe...
TexView opens it, yay for having A3T installed permanently.
And it's a 1024 by 1024, so ^2
Okay thank you so much!
I recall putting this thing on a whiteboard in the mission, but since I'm not in possession of the modpack I used to make this particular mission, and it would take too long to refigure it out, I can't check what it actually looked like in the game.
(I literally opened the source files for the mission and the paa was right there, so... yeah)
Okay it must be different for the briefing screens from the jets dlc cause it keeps cutting or getting squished
hello, i've used the Achilles mod to copy one of my old missions SQF Code. now i want to recreate that mission in Eden Editor, is there a way to do that?
|| i have tried pasting it into the debug console, but it doesn't save the objects to the mission, nor i have any control on the spawned objects (tho it does spawn them) ||
I'm looking for a developer for Arma 3 to speak with
No 
trying to set a unit to captive after passing through a trigger using the ace3 function. am i doing this right?
["ACE_captives_setHandcuffed", [HVT, true], HVT] call CBA_fnc_targetEvent;
HVT being the unit's variable name
paa has to have the dimension of 2^x * 2^y. it's best to get the original texture and work from there. check the config of the object for paths to a paa.
in fact @sinful zenith i found this from the bohemia forums from you lol. i had googled how to set a unit to captive via trigger and i found this forum post. i've read it but unfortunately still don't understand it, or seem to be able to get it to work. https://forums.bohemia.net/forums/topic/199791-unit-surrender-ace3/
i am assuming that the sqf code you pasted into the debug console uses createUnit and createVehicle? in that case you have to change that to create3denEntity
also use set3denAttribute instead of adjusting objects via sqf commands
Maybe the function name/syntax changed since then. I can't help now
ahhh okay, no worries. ty for the quick response
I got it to work
just need it to be written like this and run it in a trigger
[_unit, true] call ACE_captives_fnc_setHandcuffed;
arma bug i need someone to help me test quick
in eden put 2 seperate squads of infantry in a crewed xi'an
one squad should start kicking out like 4 soldiers every time you start the scenario
That's the AI Group Leader's attempt to set crew positions of their subordinates isn't it?
I think it is
deleting the pilots causes 2 ai to be disembarked and the 2 to crew the VTOL themselves
and 2 groups will comfortably sit inside without trouble as long as you give them get in orders post start
So you need a full, independent group crew on each non-cargo position first, then move the other squad in
does non cargo include the passenger door gunner seats that use FFV?
but they also get disembarked like normal passenger seats
to clarify they're the ones at the back which can shoot after the ramp is opened
I didn't know how to do that cause i haven't done any scripting in arma, so i found a way around it by extracting the mission sqm file from the .pbo file that i had. Then loaded that into the editor and now its back
nothing's changed
granted the vtol crew don't disembark on start but the second squad still always disembarks
i even unified the first and second squads and the exact same ai still dismount on start
it looks like the critical number is 10 passengers
ok
if anything crewing the 2 FFV passenger seats with crew parented to the pilot squad is actively harming it
either way
10 passengers seems to be the limit
oh ok
so passenger ffv seats just don't get disembarked
i guess they do sort of count as crew
i am convinced this is some sort of bug but i can't figure out the specifics of it
is there a way to reload compositions manually without restarting the editor session? Like a scripting command
is there a way to browse files in game?
like a tablets texture (for the screen) is located at a3\structures_f_heli\items\electronics\data\tablet_screen_co.paa. is there a way to brows this directory so i can find other textures that are there?
addonFiles
Alrght i need some help. I made a hefty mission with EDEN on Malden 2035 for my friends and require zeus for some story aspect of it, whenever i load in with him I can open zeus but not actually click or access anything. All the menus are there but i cant unfold the categories or spawn anything, any help?
are you using mods like Achilles or ZeusCache?
I'm using achilles and Zen
It works after a while in stuff like NMD sandbox where i just have to wait a bit and it works
@scarlet crystal
then use ZEN only, they both are incompatible for quite some time now
Alright. Ill try that
Oh does the MCC sandbox also conflict with it? @scarlet crystal
I've seen people using ZEN and MCC so it should be okay
I see i see
Well thank you ;P
I've got quite alot of mods so one of them might be tanking t all idk
could be, always try too keep the mod count as small as possible
"Ace_zeus requires Ace_AI" When me and my friends did antistasi we had ace antistasi instead of normal ace. Should we change that now that we've moved onto creating operations?
Doesn't work
Does anyone have a script, mod or other method for setting up a vehicle respawn with custom Camo / Components / Inventories?
I have a small mission set I'm working on and have a number of vehicles with custom camouflage, inventories and components. When using a normal synced respawn system the vehicles will revert to their original state (Camo, Components and Inventories).
Because of the style and story of the missions some of the equipment and components must be removed.
Does anyone have a solution for this?
you can make a custom faction/config with the desired vehicles. a bit complicated but will work and you'll gain some knowledge
Would that zeus issue be related to ace being the antistasi edition instead of normal, honger?
Is it alright if i dm you a list and you can tell me if you spot any that are known to conflict?
i don't have time for this but you can paste the mod list into pastebin or somewhere and drop the link here, someone should be able to help
Alright
if not then just cut your mod preset by half and check if zeus works, if it does then add mods one by one and verify
It only really does this in eden editor which is interesting
Thanks for the Idea, ill take a look into it and give it a go
Changing to normal ace sadly didn't work either
Time to cut the addons in half and troubleshoot from there
Turns out. It was zeus enchanced
hello
I have recently bought the ARMA III Ultimate Edition that has a ton of DLC content.
I want to make an MP mission to play with my friend who only has the base game, free DLCs, and Apex.
Is there a way to disable items from other DLCs in the editor so I don't use them accidentally in the mission?
@languid python simply load up the eden editor with those disabled in the launcher and it will set that as the base. Best to remove all dlc and mods. That way you can add them in later as optionals
There should be an option to "play with no mods or dlc"
...put it an unlimited Arsenal. DLC items will have DLC icon next to them.
thanks, I did see that but I do want to use Apex, but not the other DLCs. Didn't see where I could disable them separately in the launcher.
When choosing vehicles, make sure they do not have a paid DLC icon next to them in Eden.
I tried disabling them on steam instead but they were still showing up on eden which made me confused.
This way you can use the DLC items yourself but your friend will not have the trouble, because they can use the base game stuff.
It should be in the launcher. A tab labeled dlc
The DLCs WILL appear no matter what.
If they are not "active" then you will not be allowed to actually use them.
As a matter of fact, I'm not sure if you can disable them if you own them.
Well thats just rude
They will be a part of the game anyway, and the game will be checking for licensing, which will be present for your account anyway.
Yeeees. Bohemia not fracturing the community with the DLC content is rude. Indeed.
yeah but would've been good if you could just filter out the DLC in the editor so your options are not cluttered and you also wouldn't accidentally choose something from a different DLC
The only way your friend will have any trouble is if they specifically use a DLC item/vehicle, and even then, their game will simply behave in a somewhat degraded fashion (overlay and occasional "ad") until they cease to use said item.
@bronze peak thank you for the education
Yeah, it's just the DLC policy... It evolved somewhat from A2.
Anyway, there is a filter, though it doesn't seem to have "just base game" and instead has "just DLC"
Oh well...
As I said, full Arsenal will give the choice of not using those items.
And as for vehicles, make sure no DLC icon is next to the one you're spawning in the mission in Eden.
what do you mean by this?
Furthermore, Malden and Zeus are free DLCs, so your friend will have those, and Art of War went free like, last month?
Are you familiar with the Arsenal?
yeah my Friend has Malden, Zeus, Art of War, and Apex.
Has Apex! Excellent, that's a significant limitation out of the way.
no, I just started playing yesterday, I have experience with editing in ARMA II and OpFlashpoint.
Right. Arsenal's a new feature in A3, so you won't really be.
what does it do?
is it the one you can change the gear? cause I was using that.
right click on unit and there was an option
Yeah, you can also reach it through the main menu/Tutorials/Virtual Arsenal
ah I see
It is indeed also opened when you right click a unit and edit loadout.
yeah ARMA III editor is really jacked up compared to previous games.
You can put it in the mission itself so players can change loadout on the fly.
how?
Give me one, it's been a while...
no prob, and thanks for help ๐
thanks!
(That's just what you need to dump in the crate's init, but the link goes to full documentation - the biki is a worthwhile thing to keep saved, in case you ever need to look up something.)
yeah no prob I can handle the rest on my own ๐
Of course, <box> is going to be the name of that box, but I assume you're familiar with that particular affair
You can also make a limited Arsenal by simply going into the Attributes of a box in Eden and fishing around for storage, then turning it to Virtual. Once again, I'm a little fuzzy on the exact wording, because most of the time I skip the Arsenal in favor of a combination of ACE Arsenal (if you have ACE3 - it's much better, though a lot of people seem to dislike ACE as it's much more hardcore overall) and scripted loadouts in SQF's.
yeah me and my friend are newbs for now but that's interesting to know for later.
So i am useing Eden editor to make a mission for my unit and we want to get rid of stamina is there a way can do it through there
That should work.
Unless you have ACE, I guess.
Need some assistance with eden respawns. I made 3 but i dont respawn on either, I have selected opfor what i'm playing as and it doesn't respawn as that?
Whenever i select "choose custom respawn" it just send me to grid 000000 in the corner of the map
how did you make the respawns exactly? by placing the modules? and when does it send you to 000000? at first join or when respawning during the mission?
When initially spawning, Seem to have figured out a replacement that works tho!
Is there any way i can make AI not able to respawn?
AI shouldn't be able to respawn?
or is there a module for that?
I've selected "respawn at custom location' in the multiplayer attributes section, I just made it so that after 15 seconds you respawn at your position of death. Whenever AI is killed it respawns in multiplayer mode
friendly ai or enemy ai?
Friendlies
hmm i don't have access to arma 3 right now. i would take a look at the code behind the respawn module. maybe there is a variable to disable respawns
Cant seem to find one sadly
right click on the module, open it in the config viewer, search for the "function" attribute, check that one in the functions viewer
it should say something like
function = "BIS_fnc_moduleRespawn";
``` somewhere in the attributes window
so you have the function code?
Yup
how much sqf do you know?
Sqf?
okay that's a valid answer ๐
XDDDD
the scripting language of arma
okay then the function content will not be very helpful for you
thinking in progress...
I dont mind not having a custom spawn location but bummed that the team AI can respawn
We wanna play in a 4 with some ai as backup but i'd rather not have them respawn
https://steamcommunity.com/app/107410/discussions/18/360671727320005334/ this is a good solution
this deletes any respawning ai
i think there is a solution to disable the ai respawning at all but with no access to arma i can't help much more rn
Thats fine, thank you a ton!
A friend sent me a super simple guide to respawns and i got it to work. I feel like a total dumbass xD
In my server, only when pilots enter passengers cant enter the vehicle, only when pilot leaves they can enter
for some reason
anyone have any idea why?
different sides can't enter the same vehicle
Like blufor etc?
But we all were bluefore
it can happen that either someone kills to many friendlies and becomes a renegade or if someone was set captive he also joins the civillian side
Hey terra, Zeus enchanced makes zeus not work in multiplayer. Do you know any reason for this?
@cloud moss
no idea. never used ZEN
Ah okay
Try respwaning.
I had this problem about a month ago, I started panicking (because I test things a billion times, and on H-hour it refused to work...) then someone told me to hit the respawn button, and it worked.
@dim kindle
Oh? Alright.
I'm having the same thing mate. Spent 2 days on an op and last second zeus does not fucking work xD
Yup...
Especially since that was the first time, I never had the problem before, and I've been Zeusing for a pretty significant amount of time.
Yeah. This is my second proper mission that i just make for a team of 3 friends and it's ticking me off that i cant use zeus. As half of the actual mission relies on real time zeus
As I said, respawn and it should start working.
If there is no respawn in the mission you may be out of luck.
Yeah i'll try this
There should be
Although eden loves to try making my life difficult xD
You can always test things by launching the scenario in Eden on a local server.
It will then behave as an MP game, despite still being hosted on your PC and thus more or less singleplayer.
Crap.
Huh. Ace interaction menu doesn't seem to work for me either
Well, I don't know, it worked for me. And if your ACE interact doesn't work either, could be something more at work.
Last time this happened i dont a sweep of half the mods and it was zeus enchanced making the problem
Any working alternatives?
Maybe i could do a lil' trick and get achilles
I don't know.
Achilles is deprecated, replaced by ZEN.
And I forget if Ares came before Achilles or is a stepping stone... Whichever of the two came second is that stepping stone to ZEN
Achilles seems to work. Sadly no advanced artillery, ill try making that work ;p
what can cause playable units to die out of no where on start of a multi-player scenario
incompatibility with your arma version possibly. i had the same problem with ZEN, i downgraded to an older version and now it works.
Ah it works perfect with achilles
Clicked something and got access to the artillery options i wanted
(no idea what i pressed)
Thank you all for the help!
artillery fire missions are : ZEUS > Module's (Up right corner) > Under the Fire Support Tab
Good day. How can I make OPFOR team a default one? Currently, when connecting to lobby you should first click the OPFOR side (the only side currently present in my mission) and only then choose a slot. But on previous map OPFOR was opened by default even after we added BLUFOR slots, which was very convenient... and I can not find what has changed since then ๐ค
I believe the first placed playable unit must be OPFOR
Okay... and how would I go now? Will deleting and re-creating all the playable units work? Or is there anything I can edit in mission file to do the trick?
editing mission.sqm is usually a risky task, so delete/place is the safest, maybe even fastest option ๐
you could:
- Ctrl+X all playable units
- place one player/playable OPFOR
- Ctrl+V all playable units
Yeah, I was thinking the same way, will try, thanks
nope )= that didn't help
For anyone facing the same issue - what worked for me is setting OPFOR group as Item0 in 'class Mission'->'class Entities' hierarchy (and shifting the rest items by one lol, that was sweaty but worth it)
Can someone please help me with AI respawn. Is there an easy way to get a dead AI group to respawn at the starting position or on the marker after 5-10 minutes, maybe add respawn code in group init ?
https://www.youtube.com/watch?v=NNZDUfDELQM have you seen this video "Respawning AI Group Members" by DayZ Medic? If not then I recommend to do so, you'll be able to get what you want and get some scripting knowledge
If I understand right, it just spawns a new unit.
I have an AI group that is in sync with other modules in the editor, I need this particular group to be respawned, not a copy of it.
I know I'm late to this, me and my unit switched to Achillies because ZEN was being a twat. might be worth a try?
aaaand I missed the last part of the conversation which says you did exactly that. Ignore me ๐
XDDDD. Yeah man i switched to achilles and it's fantastic. Although im having another issue you could maybe try cracking with me?
@sacred briar
sure thing
Alright, may i run you through it in dms?
Yeah my dms are open
Awesome
CBA has lobby manager somewhere in editor tools. Maybe it could help with that. I know it can reorder lobby groups.
Is ace supposed to not work for the person who hosts the local server?
...alongside dcons and arsenal?
It works just fine for everyone if it's correctly installed and not broken by other mods.
Seems to be other mods. Im testing it all now
Just wondering if theres anyway you can get a mission back if you accidentally overwrite the save? Like is there a previous save that can be accessed anywhere?
I doubt there is I just want to know
No, the Editor does not keep backups.
Ah thought so. thanks anyway
Does anyone know of a mod that contains heavy steel doors or gates? Working on a mission in a tunnel system and would like to have heavy doors to separate sections of tunnels
is there any way to use the contact alien stuff in the editor?
@daring wraith
single player only iirc
https://community.bistudio.com/wiki/Arma_3:_Alien_Entity_Behavior
what do you have in mind?
I just have an op where you have several objectives in livonia. I just wanted there to be a random encounter with an alien for a second
Just have the model vanish after being seen or something
scroll all the way down to the sample missions. maybe you can rebuild what you need by inspecting what reyhard did
Another quick question: is there any way to get object to move? Like say I want to take one of the light cones and have it move on a path before disappearing.
that would be the link i posted earlier. you have to script it
Nice.
Another question. Much like a drone, is there any way I can link a camera or something similar to a terminal you can interact with?
the trip flares dont work when I place them, anzone know why?
Hello everyone!
A quick question:
I have a trigger set up to activate.
Activation: OPFOR
Activation Type: Detected by BLUFOR
Question: when will On Decativation expression be executed?
Only repeatable triggers deactivate.
This page can probably answer some of your questions: https://community.bistudio.com/wiki/2D_Editor:_Triggers (ignore that it's for the old 2D Editor, triggers should work the same in Eden)
thank you for your answer! I'll take into account that triggers have to be repeatable.
What I was asking though is what exactly should happen for such trigger to deactivate. From what I read in the link it seems like something known as "knowsAbout" should go below a certain value for the trigger to deactivate. I guess I'll do some testing.
it'll deactivate when there's no OPFOR that are detected by BLUFOR in the area
anyone want to mess around and collab on a scenario. Would love to have advice while editing for placement and tasks
So, how do you get ai planes to use the runway to take off? I put them on the runway, put their move point directly in front of them at the end of the runway, and they still just turn one direction or the other and crash into the trees.
IIRC the WP should be placed not to the end of a runway, somewhere it supposed to go eventually
Tried that too
still just turns immediately off the runway and dies
what is the opposite of the hideobject in the editor language
!hideobject?
yourObj hideObject false
And which map you're trying? Did you tried an official map and plane?
F/A-181X Black Wasp II, so it should be fine. Can you show me a pic that how you do?
One unrelated note
how can I hide my object so that it will reappear after the trigger goes off
Use hideObject
in the init?
I guess?
I have tried to look this up. How on earth do you make a briefing? I just want a list of objectives that the player can view in the scenario.
go to modules and look for "create diary record"
Just wondering how Can i force to my team crew could not turn out from vehicle hatches while as commander I will do that?
if i paid someone would they backseat me on the editor like going through modules and what to do with them. i have base knowledge just need to reinforce it
I cant get this to work no matter how long I puzzle over it
anyone able to help me with ace3 arsenal
what do you want to know?
thanks man
im trying to make a global ace arsenal and add it to multiple objects without making the mission file really big
How might I have a unit, upon detecting players, get into a car and run away to a specified point.
How can i add units in from eden. Without zeus enchanced?
Well, edit or move units from eden
In zeus
Place the unit and an empty vehicle. Create a trigger with "BLUFOR" "Detected by OPFOR". Place the units waypoints and then right click on the trigger, hover over the first option, select "Set Waypoint Activation" and then click the first waypoint of the unit
Yeah I know that far
oh and edit the size of the trigger to the area you want it to be
but its the getting them to get into the vehicle and then move in the vehicle I dont know how to do
In Eden, go onto modules, Zeus, Game Master. Place that and sync it to the player. Press "Y" when ingame and it'll open zeus
Yeah i know that. But i can't edit the units i've placed in eden whilst in zeus
oh, when at the vehicles, double click the waypoint and select "Get in nearest". Place move waypoints after that. They'll get in the vehicle when activated and drive off
right click over them, select add editable objects and chose a range
Hm, i dont seem to have that, is that exclusive to zeus enchanced or is it removed in achilles?
Perfect, thanks man
ive been trying this but cant seem to figure it out
Ok, check modules whilst in Zeus. There should be one called add/remove editable object
Alright ill try that. Cheers mate
what you stuck on?
let me try to explain better, im trying to make a global whitelisted arsenal where i can just add an init to an object and be able to use that global whitelisted arsenal
so if i want to add the whitelisted arsenal to 15 different boxes I can just give them the call ace_arsenal_fnc_initBox; init and they would load the whitelisted arsenal
nope
what are you trying to make the arsenal?
like lockers, ammo caches, vehicles, etc
ok, try naming each item something like Arsenal_(number)
and replacing this with arsenal_(NUM)
so the script in the init box would be
[arsenal_1, true] call ace_arsenal_fnc_initBox;```
yes but what im trying to avoid is having this
i dont want to put that in over 50 objects
So, it works, hooray. But the ai moves painfully slow and takes a really stupid route to the car.
any tips?
If your wanting specific weapons then it's going to have to be like that I'm afraid. You can copy and paste the script into each box changing the variable this eachtime
Put them onto "Careless" by double clicking the marker above their heads. Also select which motion you want, walk, normal or sprint (translates to vehicles as slow, normal or fast)
Are they Civ or OPFOR?
opfor
Ah set the group as a whole to careless in the Unit Marker
haha, nws
okay new problem
they are just walking straight towards me
I put them on hold fire and they do what I want
I guess they were gonna come strangle me
when their combat mode was unchanged
I'd also recommend spreading it out in groups of item so you can edit it easier. For example using sqf. \\\Assault Rifles \\\Marksmen Rifles \\\Launchers \\\Ammo
etc..
You can compile it all into one .sqf file using this as your variable and then having it execute in the Inits of the boxs
๐
how can I make an ai salute?
How do you want it to salute? As you walk past? Permanently or on activation?
yep nice
Worked ;P
that's good
Hey Jenko. How might I have a trigger spawn in a jet, that I can then have fly over a certain area
Does the jet have any other purpose other than aesthetics?
No
I just want it to add life to the mission
make it feel like the enemy is active in the area
i plan on despawning the jet after its flyby
have a look at Modules and effects
or fire support, or environment
There should be an option but I'm not sure what module heading it is under. It will have something to do with planes in the name
when I search plane in systems nothing shows up
alternatively, https://youtu.be/eb4DHttSif8
https://youtu.be/fnM1sj18AN0
I just have a jet at an airfield on standby
create a hide/show module that activates with triggers and then delete it
or try this https://www.sqfbin.com/xiqubozavavenexagalu
Does the script make sense yoshida?
To be honest
Im new to scripting and stuff
Im not really sure what Im looking at
Related: the jet that I have take off from the airfield, when it flies by the position
its sound effect doesnt load in until it has passed me by quite a bit
I believe that's the engine simulating of the speed of sound.
Note: in the syntax for the command you can choose to load in a jet by classname. Simply right click on a placed jet in the editor to get its classname.
No
I got a question. Has anyone ever encountered a situation where coming back to Eden from testing a scenario would leave a portion of the map blank and only showing contours/terrain and no buildings, greenery or roads?
It's giving me some performance concerns.
nope; mods?
fog settings perhaps?
No, no, I'm talking when I hit the M key
I do have 3Den Enhanced... But I've worked with this specific modpack for over two months now and haven't seen this happen yet.
On one hand, I'm sure I have exceeded my current object count before in 3Den, on the other, this is the first time I'm observing the map going nuts.
oh! well no, I never had an issue
most likely an 3den Enhanced problem of course (*hides before R3vo sees this*)
Honestly, I've had 3Den Enhanced for over a year in many different modpacks.
This is the first time.
I have a screenshot I can send along if you're curious ๐
hell yeah plz
Honestly, it's a pretty small, purpose-built modpack, too, which is another headscratcher.
Hmm. My privacy settings are in the way, hold on.
Thank you!
Anyway, there aren't many other mods. 3Den Enhanced and ZEN are really the only two ones that should have any sort of reach into this, and even then, ZEN should be a Zeus only affair.
nothing that should impact the 2D map at least
try perhaps the same big object count in vanilla?
I might.
I think I got the game to crash from the amount of stuff...
Nope. It chugged heavily from the amount of stuff all over Altis, but I didn't reproduce.
It's going to be a mod issue.
don't use condoms then
๐
only if it's a 100% repro?
Honestly, it's that one specific mission file.
Nothing else, nowhere else.
It may even be a one-off.
I was mostly hoping that someone else ever had a comparable experience with the editor, perhaps attaining the exact same mod combination and all the other variables by sheer chance and knew how it ended up.
But it's no big deal, really, the game seems to be running fine.
Bit of a wake up call that maybe I'm putting too much in the mission, though. Can't wait to be done with this particular one so I can get more small-scale again, but the idea is that the players return to the airfield for a sabotage after essentially being Pearl Harbored on it in the previous mission.
You could use the hide/show module to hide parts of a mission until the player activates a trigger. That should help with the overall clankiness of the mission and increase FPS
That module still takes performance away. I'm already spawning 99% of the opposition via Zeus, meaning I can also delete loads of things after they stop being relevant to the mission.
You could use the hide/show module to hide parts of a mission until the player activates a trigger. That should help with the overall clankiness of the mission and increase FPS
hello. I want to have two triggers detecting presence of certain units in an area, and then a third trigger that triggers once both of the other triggers are met, that results in win condition.
so basically I want each trigger to flip some kind of boolean and the third trigger's condition being those two booleans to be true.
how do I do this?
nevermind, I got it. ๐
hi, I am making a scenario and there are some bunkers with mg's in them. How do I make it so that the AI don't ever exit the turrets? They always get out immediately as the scenario starts whether they see me or not.
I tried that but they get out even when not in combat around 2 seconds after the scenario starts, so if I put an enemy down in front of them they are completely capable of opening fire but otherwise they just get out
ok new problem: I have set a car to patrol an area, with the final waypoint set to cycle, it also stops at each waypoint using a delay function. However when it reaches the cycle and goes to the first waypoint again it is stuck and doesn't move on to 2nd waypoint anymore (on 2nd loop)
sorry, nevermind again.
it seems for some reason having the player in the passenger seats breaks it for some weird reason, I took the player out from passenger seat and it started working fine.
nope, it broke again. I have no idea why this is happening, please help. ๐ฉ
it seems to get randomly stuck, sometimes it does and sometimes it doesn't without me changing anything.
the car seems to get stuck at precisely this location, regardless where in the order of waypoints it is.
https://i.imgur.com/qvzxZ4r.png
Working on a video, is there a way to spawn a chemlight or two when a player enters an area trigger?
Is it possible to load official campaigns, showcases etc to EDEN?
Yes
is there a way to know what can be destroyed or not, without testing every object
Is there a way to create aerial snapshots for the people in my mission?
Images they can look at, while in mission
the idea here being, I want the team leader to have access to "satellite" images where they can suss out where some hidden tanks are
Is there any way to save a gun in a player's inventory with attachments?
At this point im content manually editing inventories
I want the dude to have an M4A1 equipped and an M249 with a holo sight in his inventory
@prisma oyster I love you
SUSS๐ฅต๐ฅต๐ฅต
take a ticket
wha
Is this not possible in popular military simulation "Bohemia Interactive: Armed Assault 3"?
no static images but livefeed
There might be some way to freeze a frame but I'm not sure
but yeah other than that place a camera in arial view and set the filter to thermal or something
not sure how though
bump
how 2 i directly modify a player's inventory from the editor (not arsenal)
the only way that doesn't involve scripting is through accessing the arsenal in the editor
But you can't add guns
add guns through what?
I don't care, I just want to add a gun with some attachments to the player's inventory through the editor
Is there a way to do this
yes, by using the arsenal in the editor. it's the same as if you were playing in the scenario
Quick question. How do i set up a trigger to activate a task waypoint?
what would trigger the trigger so to speak?
place a trigger, use the present options and then right click on it and hover over the first option then use "Set Waypoint Activation"
then attach it to the waypoint you want
Wdym rick click on it and hover? Where?
@drowsy yew
Ah. Nevermind! Sorry for the ping ;P
nws
Iirc you need to set a trigger and then โsync toโ
Set up a task and then use a line of code in the activation box and do the waypoint activation again
for example you could piggy back off a previously task or use a check item line for a map in the players inventory to trigger the waypoint
Ah i've got no experience with the editors language sadly
Well some ideas for you is to set up a trigger that will only activate when it detects that an object or unit is dead. You can do this by putting a variable into the unit or object for example OPFOR_1 and in the triggers activation field put in, !alive (variable);
Interesting idea
Then sync the trigger to the next objective and it'll activate when it's complete
Right now i've figured a way out to just have a time delay to the first task but i'll need to figure out how proximity triggers work when i get to making that part of it
They work by using a detection script within a marked area that will activate the trigger when it's met. You can change the size and shape of it as well as what will activate it
Yeah i think i figured out the size and shape part but i cant get it to activate to launch a task
I'd recommend setting it as follows:
First option: none
Second: Any Player
Third: Present
Sync the trigger to the desired modules or waypoints and it'll activate them when the trigger conditions are met
I'll try this. Thank you!
nws, just ping me if you need more help
Oh, try changing the task from "Synchronised Object Only" to "BLUFOR" in the drop down just above the Task ID field
Alright ill message if anything works
kk
oh and make sure you have the module that will mark the task as succeeded connected too
What module would that be?
Oh wow.. that worked
Thank you!
How do I make a trigger that enables AI movement when you go near it?
@lapis hedge
Set the size and shape to your needs and then set it as waypoint activation and click the waypoint
It's not a waypoint