#arma3_editor

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hard mantle
solar trout
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Alright

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So just put that ahead of the command line for the animations?

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well

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before

craggy thicket
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there is also this example in the page of switchMove:

[player, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove", 0];
hard mantle
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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

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thought you were referring to side relations earlier, but i'm supposing that works fine as well

vocal rampart
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is there an easy way to enable simulation for a group of units?

craggy thicket
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yes

vocal rampart
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is there a biki article on this?

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because i could only find enable/disable for individual objects

craggy thicket
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i would imagine that one just iterates enableSimulation over an array of units

vocal rampart
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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

craggy thicket
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_unitArray = [dude,dudette,guba];
{ _x enableSimulation true } forEach _unitArray
vocal rampart
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ah okay, so this will go in the group init then?

craggy thicket
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its an example

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_unitArray can be a triggers thisList

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{ _x enableSimulation true } forEach thisList
past sun
past sun
craggy thicket
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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);
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i dont remember if this in group init is the group or the group leader

vocal rampart
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giving it a try

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hmm it didnt seem to work

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something something generic error in expression

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probably a me issue one sec

craggy thicket
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is it in group init

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or a trigger

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it is also possible that its a me issue

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i didnt test that code

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i just wrote it down based on what i remember

vocal rampart
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no worries. its in group init

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so what im looking to do is disable simulation via group init and then enable it via trigger

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but im thinking enableSimulation was more meant for individual objects

craggy thicket
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yes yes

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do you place all the units that you want to enable inside the trigger?

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oh did you place

{ _x enablesimulation false } forEach (units this);

inside group init?

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i am testing group init right now

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it doesnt work as i expected

vocal rampart
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I'll try it by having a trigger surrounding the units that disables sim

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rather than group init

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seems like a better idea

craggy thicket
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that should work

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ive done it like that myself

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use the thisList version

craggy thicket
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yes

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place it inside the trigger onActivation

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except you naturally want false instead of true when disabling

vocal rampart
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yee

craggy thicket
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did it work?

vocal rampart
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no. so im using the group variable name where you have put _x

craggy thicket
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the _x is a sqf magic variable

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it is each unit in turn when using forEach _yourArray

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so it must stay as is

vocal rampart
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i cant seem to post a screenshot to kinda show you what i have going on, is it cool to DM you

craggy thicket
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sure

solar trout
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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)

craggy thicket
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try [this, "AmovPsitMstpSlowWrflDnon"] remoteExec ["switchMove", 0]; in the unit init

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its supposed to do the animation globally and immediately

solar trout
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Thanks

bronze peak
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Anyone know if there's a way to force add a radar to a vehicle in Eden?

wind raptor
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Only modding.

bronze peak
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Oh well. Only VADS for them, no PIVADS.

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It probably didn't have a radar that is simulated in the game anyway.

wind raptor
solar trout
solar trout
tall rose
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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.

neon rock
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Anyone know a mod where I can find a Grey Humvee?

grave shadow
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Hey everyone ๐Ÿ‘‹๐Ÿฝ i just got arma and I have no idea what im doing. Someone care to help me out?

formal muralBOT
grave shadow
last aurora
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๐Ÿ‘

plush beacon
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hey is it possible to take the flight modal of a vehicle and put it on to another model

small patrol
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Possible but not with Editor

cedar grove
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does anyone no how to host a server me and my friend want to know in depth pls and thank you

valid canyon
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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?

rotund verge
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Is it possible to load the injured ai into medical ambulance using ACE, if so what is the key bind

delicate grotto
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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.

wind raptor
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How do you create the intel?

delicate grotto
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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.

wind raptor
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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"]];
  };
}];
delicate grotto
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Thank you.

wind raptor
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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.

round temple
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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.

cerulean stirrup
summer shore
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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?

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And also trigger that is gonna smoothly transition music1 to music2

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I tried using this code in trigger activation

(units squad2) join squad1

But it doesn't work for some reason

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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"
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So is there any way to fix those 2 problems?

primal wave
summer shore
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So it will be like this

3 fadeMusic 0 ; playMusic "LeadTrack02a_F_EPA" ;
primal wave
primal wave
primal wave
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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.
delicate dust
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my mission triggers ain't workin

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I am going crazy

prisma oyster
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hi going, I'm dad

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what's the issue here?

delicate dust
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let me get some screenshots

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okay i can't post images

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thats okay

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anyways they spawn at a camp, that activates a player present trigger, creates task to head out on boat

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trigger > task > task complete > another proximity trigger

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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

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but nothing happens

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@prisma oyster from the youtube videos I've seen this should work

neon rock
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Does anyone know where I can find some Iranian embassy siege style SAS uniforms?

summer shore
dim kindle
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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?

primal wave
dim kindle
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If anyone was wondering, put this in the activation field

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yourGroupUnit setCombatMode "RED"

primal wave
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I see you're new to scripting ๐Ÿ˜… . The commands I refer to make the units invisible and freeze. Your solution is fine also.

dim kindle
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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

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So i set up a player present trigger and set it as the waypoint activation

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But the AI still just immediately rush

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What am I doing wrong?

primal wave
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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?

dim kindle
primal wave
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Can you clarify with what you exactly mean with rush?

dim kindle
primal wave
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OK. What does combatmode _group in the debug console during the mission give?

icy matrix
# dim kindle What am I doing wrong?

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.

dim kindle
cunning pine
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i have a problem in the editor

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i have some AI in an artillery piece, and they will not get out no matter what waypoint i use

dreamy crown
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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 ๐Ÿ™‚

azure cave
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anyone familiar with how to require a vehicle for Ace Fortify?

delicate dust
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anyone know how to hide task waypoint? I need it so players search for something instead of it being marked

summer shore
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When you go into task attributes, there is destination part, and you turn it off instead of it being module position

bitter latch
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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

wind raptor
primal wave
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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.

drowsy yew
primal wave
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Ahhhh thanks

drowsy yew
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nws

lone folio
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_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?

cloud moss
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and select throws that zero divisor error

lone folio
cloud moss
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_ammo = getArtilleryAmmo [gun1] select 0;

_tgt = getMarkerPos "target1"; 

gun1 doArtilleryFire[_tgt,_ammo,1];
``` maybe
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do you have an artillery piece named gun1?

lone folio
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The VLS (Cruise missile system) is

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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

drowsy yew
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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

spare phoenix
drowsy yew
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Ok, I'll give that a go. Thanks

spare phoenix
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What is the image

drowsy yew
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Flag of Russia

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oh, the linked image is the problem, the image that should be showing is the flag of Russia

spare phoenix
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Well, what image are you using of the flag of russia

drowsy yew
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its a 2048x1024.jpg

spare phoenix
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the briefing room screen takes the top 2048* 1024 of a square 2048*2048 image

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The briefing room table takes the bottom of that same image. scaling the image accordingly makes it work.

drowsy yew
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Brilliant, thanks so much

spare phoenix
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np

flint cedar
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The 25 25 0 are z y x radius. 0 means infinite, so its infinite on vertical axis.

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You can repeat the command with as many vehicles as you like

azure cave
primal wave
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Sorry to go off topic: does anyone know what I can use as an invisible "dummy" object to put an addAction on?

azure cave
flint cedar
primal wave
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thanks

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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 ๐Ÿ™‚

dim kindle
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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?

spare phoenix
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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.

ember nacelle
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Hello guys,
Does anyone knows a way to restrict a Zeus to interact only with his faction ?

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I saw there is sided virtual entity but still can access others faction with

kind prism
ember nacelle
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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 ?

kind prism
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Init should be fine.

ember nacelle
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And also would it be possible disabling Remote Control for others factions than the zeus player slot ?

kind prism
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If it's not editable then it can't be remote controlled =p

ember nacelle
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the addCuratorAddons just avoid spawning units

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is not it ?

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if the units are spawned by another zeus or already in the Eden editor, it can be controlled

kind prism
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Sounds like you'll need to disable part of a mod that is adding every spawned unit to every zeus.

ember nacelle
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Yes indeed

neon rock
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Anyone know any good helmets with faceshields? Trying to recreate the Japanese SWAT unit

primal wave
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I've got a different question..

primal wave
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About CAS: are drones/uavs such as the Greyhawk capable of "unguided" bombing runs?

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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.

azure cave
primal wave
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Alright: so UAVs cannot use unguided bombs in CAS?

feral hornet
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any zeus that knows how to make uniforms stay from eden into multiplayer please pm me

placid delta
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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)

placid delta
placid delta
placid delta
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What's the best way to activate a trigger using a holdAction?

past sun
placid delta
vague citrus
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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

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I dont understand the error code

wind raptor
woeful bane
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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.

drowsy yew
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nope, not that I'm aware of

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you just need to make it so they can move about

woeful bane
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Sometimes in combat mode, they can ignore objects such as walls and walk through them.

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I want it to be always on for them in all modes, it can help them a lot

dim kindle
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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)

vocal rampart
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So I want to call SOG Prairie Fire artillery via triggers in eden editor, is there a way to do this?

vocal rampart
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actually nvm ill just use the ordnance module from ace

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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;

woeful bane
dim kindle
agile ingot
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it should afaik

icy matrix
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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!

prisma oyster
icy matrix
wind raptor
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  • setViewDistance 1000; (Defined in my description.ext)
    description.ext is a config(uration) file, it does not execute SQF code (such as setViewDistance 1000;).
bright shale
#

yo bros i wonder why when i play in the editor i get stuck on map screen but my character did spawn

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idk what is going on and i cant press esc to get out nothing worked tried every button on my keyboard

bleak raft
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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...

prisma oyster
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if you wonder "what do they represent",
Intro is when a singleplayer scenario starts,
and Outro when a singleplayer scenario ends - wins or fails

bleak raft
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No, I'm asking how you progress from Intro to Scenario in game

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how do you actually "end" the intro

prisma oyster
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iirc endMission is enough

bleak raft
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Ok, thanks

ionic smelt
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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

woeful bane
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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

rotund verge
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I have issue, my Ai in the vehicle does not seem to move even tho waypoint has been activated

hard mantle
rotund verge
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ok

rotund verge
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it is still unable to move

jovial salmon
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hey can i get help with somthing?

small patrol
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No, unless you state what exactly is the something

rotund verge
craggy thicket
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backup your scenario, then delete the whole group and place them down again

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and configure the waypoints again

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is it a vanilla vehicle

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is it empty with the units getting inside it at some point

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if the vehicle has a commander slot try placing the squad leader as the commander

rotund verge
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I will try, my old scenario waypoint seem to work while the newer scenario have issue

cyan garnet
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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?

lilac nebula
#

so as far as im aware its not possible to save a comp with units and then use it in zeus is it?

jovial spindle
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does anyone know to mod when parachuting there is a bag bellow on some rope?

wind raptor
hearty hound
#

So, Iโ€™m not at my pc rn so I canโ€™t edit anything currently, but Iโ€™m still curious as to how to make it so players can choose preset classes when they spawn in. Iโ€™m semi new to detailed mission making for Zeus stuff, and just want to learn more about the E-Editor.

lilac nebula
flint cedar
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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.

lilac nebula
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ill try thanks man

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weird that i didnt gert any error or smth though

flint cedar
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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

exotic thistle
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How would I go about animating Camera_F with a rich curve timeline?

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I've tried syncing the camera to the curve like i would normal objects, but this doesn't move the camera.

blazing quartz
#

How would I export a faction PBO to the workshop?

wheat sonnet
#

can I somehow make a respawn marker that spawns the player in a vehicle?

wind raptor
wheat sonnet
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I have absolutely no idea how to use it

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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

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I tried syncing respawn marker to the vehicle, but that doesn't work :(

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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

wind raptor
#

In your mission, does the player needing to respawn also mean that his aircraft has been destroyed?

wheat sonnet
#

most likely, but they can eject

wind raptor
#

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.

shrewd gull
#

whats the best way to make operations feel more immersive and at the same time still fun and chaotic?

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not just mods, but maybe also some otehr things i dont know?

prisma oyster
#

mortaaars, nukes, butterflies!

vestal perch
#

unexpected goat heads appearing on people

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or some such that changes the direction of the op

distant oasis
#

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

flint cedar
#

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.

vestal perch
distant oasis
#

Aight

distant oasis
#

How do I make civilian traffic\vehicles ๐Ÿค”

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So basically npcs that drive around the map

acoustic yew
distant oasis
#

I tried that

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Nvm

dim kindle
#

Works a charm for immersion & civilian interaction

quiet lintel
#

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.

craggy thicket
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it seems i have named an entity as 'x'

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i dont remember which it is

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can i somehow find it in the editor

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i tried to ask the debug console for 'x' ingame

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but it returned null-object

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i found it by inspecting its location revealed in mission.sqm

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so nvm

outer elk
#

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 ?

outer elk
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Never mind, problem was that missions directory was a stale link, which meant it couldn't save the mission for testing

dim kindle
#

How does one add headless clients into a mission?

prisma oyster
#

carefully

primal wave
# dim kindle How does one add headless clients into a mission?

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.

#

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.

dim kindle
#

Yeahโ€ฆ. Iโ€™m just not gonna use HCs

primal wave
#

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.

dim kindle
#

Or Iโ€™ll just use my own server lmao

#

Because Antistasi ran no issues with at least 20 people

primal wave
#

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 ๐Ÿ™‚

dim kindle
primal wave
#

Well, yes, that is the supply part of the question. Don't forget the server ping :)!

last lodge
#

how do I make soldiers hold a flag like this

#

what mods will I need?

granite shuttle
#

hey any idea how i can put the vehicles form the virtual garage in the editor

scarlet crystal
scarlet crystal
#

if you want to change it's texture or whatever you did in garage, right click on the vehicle and change vehicle appearance

last lodge
#

@scarlet crystal Iโ€™ll dm you since I canโ€™t do it in this channel

scarlet crystal
#

I have dm's blocked, I can help you here and any images you can host on imgur

last lodge
#

@scarlet crystal okay sorry Iโ€™ll do that

scarlet crystal
#

POLPOX Artwork Supporter, some static pose mods and either custom banner texture or add an overlay in photoshop or gimp

last lodge
#

@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?

scarlet crystal
#

in 3den editor, it's like stacking up dolls

#

find the banner object, apply the texture and place it between two soldiers.

last lodge
#

@scarlet crystal i have the JPG of the photo how do I got about using the custom flag texture?

flint cedar
dim kindle
#

Yeahโ€ฆ Iโ€™m still gonna avoid it

flint cedar
#

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.

woeful bane
#

Is there a way to refuel/rearm/repair all AI vehicles on the map every 10-15 minutes using a trigger or something ?

vestal perch
#

yes

solar jackal
#

whenever I spawn a unit in and click play as the character nothing happens anyone know what the problem is?

vestal perch
#

you got mods?

#

can you hit preview mission?

solar jackal
#

I have mods

vestal perch
#

try without mods

solar jackal
#

it still doesn't work

prisma oyster
outer elk
#

Yeah, @solar jackal Make sure the missions folder exists and is writable by you

woeful bane
#

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

prisma oyster
primal wave
primal wave
#

Ha! Yes. I should have added: 16 players in a PvE/Coop scenario

high basalt
#

Sooo

#

I turned the Proteus into a functioning sub

#

No nice interiors

primal wave
#

Although, as I understand the engine, multiplayer synchronisation also requires CPU time.

high basalt
#

Any way to have a SLV driver be able to control UAVs at the same time?

primal wave
#

Pardon what does SLV stand for?

fast pelican
#

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.

prisma oyster
fast pelican
#

No, I'm very sure it was a mod

#

I vaguely remember the GUI of the mod

#

I found it!

prisma oyster
#

don't tell me you are part of those people on forums that say "I solved it!" without posting the solution ๐Ÿ˜

fast pelican
#

lmaoo

glossy sierra
#

if its what im hinking of

primal wave
fast pelican
#

yessir

primal wave
#

Ah

fast pelican
#

its not perfect

#

but its something,,

fast pelican
#

Also, where is the right channel to put questions about particles? Here?

fast pelican
#

oh right, im not a script or config guy lmao

#

i might need some help replacing particles though,,

prisma oyster
fast pelican
#

what,,

prisma oyster
#

you said replacing particles

fast pelican
#

or adding

#

idk

#

editing particles

#

As in like, changing the explosion for a grenade lets say

prisma oyster
#

that would require creating a config mod

fast pelican
#

time to meet good ol friend arma 3 tools

#

i have no idea what im doing

dark ember
#

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

flint cedar
#

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

agile ingot
#

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

dark ember
#

was just wondering what it did

scarlet surge
primal wave
#

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?

dim kindle
#

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

dim kindle
#

yea

#

it wont uh

#

surface snap

#

how 2 fix?

merry turret
# dim kindle how 2 fix?

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

flint cedar
drowsy yew
scarlet surge
primal wave
primal wave
scarlet surge
primal wave
scarlet surge
#

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

sacred briar
#

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

undone basalt
#

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.

sacred briar
#

๐Ÿ˜ฆ

bold slate
#

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?

cloud moss
bold slate
#

When I let them run around freely, they engage with rockets without any problem. Just the waypoints are somehow not working

scarlet surge
rugged venture
#

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?

dim kindle
#

how do i change the time?

prisma oyster
tribal musk
#

Iโ€™m 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

scarlet crystal
#

Have you tried shnchronizing module with the playable unit?

tribal musk
#

Ya doesnโ€™t change anything

scarlet crystal
#

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

tribal musk
#

On the module right

scarlet crystal
#

Try marker instead of the module

#

It can be any marker, even a flag or empty marker.

echo sparrow
#

@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

dim kindle
#

Like 0 leg movemement

scarlet crystal
#

Disable PATH in AI options, they will turn around and crouch or go prone but without moving around

dim kindle
#

Basically like a stationary turret

dim kindle
scarlet crystal
#

i've been using Eden Enhanced so long I don't remember notlikemeow it should be somewhere on the bottom in unit's attributes in a "AI" tab

dim kindle
#

Eden enchanced mod? I'll get it

scarlet crystal
#

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

dim kindle
#

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

scarlet crystal
dim kindle
#

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

dim kindle
#

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

earnest siren
#

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

kind prism
earnest siren
#

in each individual ai or in the group?

kind prism
#

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.

earnest siren
#

you're a godsend, thank you

faint oxide
#

What is the best resolution for making custom images on laptops, briefing screens, etc?

bronze peak
#

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

faint oxide
#

Okay thank you so much!

bronze peak
#

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)

faint oxide
#

Okay it must be different for the briefing screens from the jets dlc cause it keeps cutting or getting squished

topaz glen
#

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) ||

marsh otter
#

I'm looking for a developer for Arma 3 to speak with

sinful zenith
#

No pout_kitty

vocal rampart
#

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

cloud moss
vocal rampart
cloud moss
#

also use set3denAttribute instead of adjusting objects via sqf commands

sinful zenith
vocal rampart
#

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;

light nest
#

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

flint cedar
#

That's the AI Group Leader's attempt to set crew positions of their subordinates isn't it?

light nest
#

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

flint cedar
#

So you need a full, independent group crew on each non-cargo position first, then move the other squad in

light nest
#

does non cargo include the passenger door gunner seats that use FFV?

flint cedar
#

Yes

#

They are turrets, so a crew position

light nest
#

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

topaz glen
light nest
#

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

turbid eagle
#

is there a way to reload compositions manually without restarting the editor session? Like a scripting command

topaz glen
#

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?

small patrol
#

addonFiles

dim kindle
#

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?

scarlet crystal
#

are you using mods like Achilles or ZeusCache?

dim kindle
#

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

scarlet crystal
#

then use ZEN only, they both are incompatible for quite some time now

dim kindle
#

Alright. Ill try that

#

Oh does the MCC sandbox also conflict with it? @scarlet crystal

scarlet crystal
#

I've seen people using ZEN and MCC so it should be okay

dim kindle
#

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

scarlet crystal
#

could be, always try too keep the mod count as small as possible

dim kindle
#

"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

vivid rapids
#

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?

scarlet crystal
#

you can make a custom faction/config with the desired vehicles. a bit complicated but will work and you'll gain some knowledge

dim kindle
#

Would that zeus issue be related to ace being the antistasi edition instead of normal, honger?

scarlet crystal
#

dunno, may be

#

usually zeus not working is caused by mods

dim kindle
#

Is it alright if i dm you a list and you can tell me if you spot any that are known to conflict?

scarlet crystal
#

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

dim kindle
#

Alright

scarlet crystal
#

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

dim kindle
#

It only really does this in eden editor which is interesting

vivid rapids
dim kindle
#

Changing to normal ace sadly didn't work either

#

Time to cut the addons in half and troubleshoot from there

dim kindle
#

Turns out. It was zeus enchanced

languid python
#

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?

deft tree
#

@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"

bronze peak
#

...put it an unlimited Arsenal. DLC items will have DLC icon next to them.

languid python
bronze peak
#

When choosing vehicles, make sure they do not have a paid DLC icon next to them in Eden.

languid python
#

I tried disabling them on steam instead but they were still showing up on eden which made me confused.

bronze peak
#

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.

deft tree
#

It should be in the launcher. A tab labeled dlc

bronze peak
#

The DLCs WILL appear no matter what.

deft tree
#

Oh

#

Didnt know that

bronze peak
#

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.

deft tree
#

Well thats just rude

bronze peak
#

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.

languid python
bronze peak
#

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.

deft tree
#

@bronze peak thank you for the education

bronze peak
#

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.

languid python
bronze peak
#

Furthermore, Malden and Zeus are free DLCs, so your friend will have those, and Art of War went free like, last month?

bronze peak
languid python
#

yeah my Friend has Malden, Zeus, Art of War, and Apex.

bronze peak
#

Has Apex! Excellent, that's a significant limitation out of the way.

languid python
bronze peak
#

Right. Arsenal's a new feature in A3, so you won't really be.

languid python
#

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

bronze peak
#

Yeah, you can also reach it through the main menu/Tutorials/Virtual Arsenal

languid python
#

ah I see

bronze peak
#

It is indeed also opened when you right click a unit and edit loadout.

languid python
#

yeah ARMA III editor is really jacked up compared to previous games.

bronze peak
#

You can put it in the mission itself so players can change loadout on the fly.

languid python
#

how?

bronze peak
#

Give me one, it's been a while...

languid python
#

no prob, and thanks for help ๐Ÿ‘Œ

bronze peak
#

["AmmoboxInit", <box>] spawn BIS_fnc_arsenal;

#

As seen in...

languid python
#

thanks!

bronze peak
#

(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.)

languid python
#

yeah no prob I can handle the rest on my own ๐Ÿ‘

bronze peak
#

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.

languid python
#

yeah me and my friend are newbs for now but that's interesting to know for later.

dim kindle
#

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

dim kindle
#

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

cloud moss
dim kindle
dim kindle
#

Is there any way i can make AI not able to respawn?

cloud moss
#

or is there a module for that?

dim kindle
#

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

cloud moss
#

friendly ai or enemy ai?

dim kindle
#

Friendlies

cloud moss
#

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

dim kindle
#

Cant seem to find one sadly

cloud moss
#

right click on the module, open it in the config viewer, search for the "function" attribute, check that one in the functions viewer

dim kindle
#

Which module?

#

The respawn module?

cloud moss
#

aye

#

also forgot to add the "config viewer" part, edited my message

dim kindle
#

Kk loading it now

#

Where would i find function? Only see "FunctionsManager"

cloud moss
#

it should say something like

function = "BIS_fnc_moduleRespawn";
``` somewhere in the attributes window
dim kindle
#

Hold on. Can i dm you what i see?

#

Actually

#

I found it

#

What now?

cloud moss
#

so you have the function code?

dim kindle
#

Yup

cloud moss
#

how much sqf do you know?

dim kindle
#

Sqf?

cloud moss
#

okay that's a valid answer ๐Ÿ˜„

dim kindle
#

XDDDD

cloud moss
#

the scripting language of arma

dim kindle
#

Let me say again

#

sqf?

#

XDDD

cloud moss
#

okay then the function content will not be very helpful for you

#

thinking in progress...

dim kindle
#

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

cloud moss
#

this deletes any respawning ai

dim kindle
#

Interesting

#

Ill try working with this

cloud moss
#

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

dim kindle
#

Thats fine, thank you a ton!

dim kindle
#

A friend sent me a super simple guide to respawns and i got it to work. I feel like a total dumbass xD

buoyant estuary
#

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?

cloud moss
buoyant estuary
#

Like blufor etc?

cloud moss
#

blufor, opfor, civillian, ...

#

renegades too

buoyant estuary
#

But we all were bluefore

cloud moss
#

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

dim kindle
#

Hey terra, Zeus enchanced makes zeus not work in multiplayer. Do you know any reason for this?

#

@cloud moss

cloud moss
#

no idea. never used ZEN

dim kindle
#

Ah okay

bronze peak
#

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

dim kindle
bronze peak
#

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.

dim kindle
#

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

bronze peak
#

As I said, respawn and it should start working.

#

If there is no respawn in the mission you may be out of luck.

dim kindle
#

Yeah i'll try this

#

There should be

#

Although eden loves to try making my life difficult xD

bronze peak
#

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.

dim kindle
#

I see i see

#

Nope. Just tried it, doesn't work

#

@bronze peak

bronze peak
#

Crap.

dim kindle
#

Huh. Ace interaction menu doesn't seem to work for me either

bronze peak
#

Well, I don't know, it worked for me. And if your ACE interact doesn't work either, could be something more at work.

dim kindle
#

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

bronze peak
#

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

dim kindle
#

Achilles seems to work. Sadly no advanced artillery, ill try making that work ;p

topaz glen
#

what can cause playable units to die out of no where on start of a multi-player scenario

topaz glen
dim kindle
#

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!

topaz glen
vale quarry
#

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 ๐Ÿค”

prisma oyster
vale quarry
prisma oyster
prisma oyster
vale quarry
#

nope )= that didn't help

vale quarry
abstract cove
#

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 ?

scarlet crystal
abstract cove
sacred briar
#

aaaand I missed the last part of the conversation which says you did exactly that. Ignore me ๐Ÿ˜„

dim kindle
#

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

sacred briar
#

sure thing

dim kindle
#

Alright, may i run you through it in dms?

sacred briar
#

Yeah my dms are open

dim kindle
#

Awesome

cloud sparrow
dim kindle
#

Is ace supposed to not work for the person who hosts the local server?

#

...alongside dcons and arsenal?

cloud sparrow
#

It works just fine for everyone if it's correctly installed and not broken by other mods.

dim kindle
#

Seems to be other mods. Im testing it all now

drowsy yew
#

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

wind raptor
#

No, the Editor does not keep backups.

drowsy yew
#

Ah thought so. thanks anyway

magic coyote
#

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

daring wraith
#

is there any way to use the contact alien stuff in the editor?

last aurora
daring wraith
#

Ah sheet

#

I cant even just use the model?

last aurora
#

what do you have in mind?

daring wraith
#

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

last aurora
#

scroll all the way down to the sample missions. maybe you can rebuild what you need by inspecting what reyhard did

daring wraith
#

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.

last aurora
#

that would be the link i posted earlier. you have to script it

daring wraith
#

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?

daring wraith
#

the trip flares dont work when I place them, anzone know why?

slow root
#

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?

wind raptor
#

Only repeatable triggers deactivate.

slow root
# wind raptor Only repeatable triggers deactivate.

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.

drowsy yew
#

it'll deactivate when there's no OPFOR that are detected by BLUFOR in the area

vagrant sandal
#

anyone want to mess around and collab on a scenario. Would love to have advice while editing for placement and tasks

daring wraith
#

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.

small patrol
#

IIRC the WP should be placed not to the end of a runway, somewhere it supposed to go eventually

daring wraith
#

Tried that too

#

still just turns immediately off the runway and dies

#

what is the opposite of the hideobject in the editor language

#

!hideobject?

small patrol
#

yourObj hideObject false

#

And which map you're trying? Did you tried an official map and plane?

daring wraith
#

yeah just the f-22 lookin plane from the dlc

#

and its altis

small patrol
#

F/A-181X Black Wasp II, so it should be fine. Can you show me a pic that how you do?

daring wraith
#

One unrelated note

#

how can I hide my object so that it will reappear after the trigger goes off

small patrol
#

Use hideObject

daring wraith
#

in the init?

small patrol
#

I guess?

daring wraith
#

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.

hard mantle
#

go to modules and look for "create diary record"

light mica
#

Just wondering how Can i force to my team crew could not turn out from vehicle hatches while as commander I will do that?

vagrant sandal
#

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

daring wraith
mild obsidian
#

anyone able to help me with ace3 arsenal

drowsy yew
mild obsidian
#

im trying to make a global ace arsenal and add it to multiple objects without making the mission file really big

daring wraith
#

How might I have a unit, upon detecting players, get into a car and run away to a specified point.

dim kindle
#

How can i add units in from eden. Without zeus enchanced?

#

Well, edit or move units from eden

#

In zeus

drowsy yew
daring wraith
#

Yeah I know that far

drowsy yew
#

oh and edit the size of the trigger to the area you want it to be

daring wraith
#

but its the getting them to get into the vehicle and then move in the vehicle I dont know how to do

drowsy yew
# dim kindle In zeus

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

dim kindle
#

Yeah i know that. But i can't edit the units i've placed in eden whilst in zeus

drowsy yew
drowsy yew
dim kindle
#

Hm, i dont seem to have that, is that exclusive to zeus enchanced or is it removed in achilles?

mild obsidian
drowsy yew
dim kindle
#

Alright ill try that. Cheers mate

drowsy yew
mild obsidian
#

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

drowsy yew
#

yeah

#

ok and it's not working?

mild obsidian
#

nope

drowsy yew
#

what are you trying to make the arsenal?

mild obsidian
#

like lockers, ammo caches, vehicles, etc

drowsy yew
#

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;```
mild obsidian
#

yes but what im trying to avoid is having this

#

i dont want to put that in over 50 objects

daring wraith
#

any tips?

drowsy yew
#

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

drowsy yew
# daring wraith any tips?

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)

daring wraith
#

I have them on full and careless

#

and they still crouch walk to the car

#

lol

drowsy yew
#

Are they Civ or OPFOR?

daring wraith
#

opfor

drowsy yew
#

Hmm

#

You completely sure they are on careless?

#

And not Safe or Aware

daring wraith
#

the waypoint is set to careless

#

the get in nearest one

drowsy yew
#

Ah set the group as a whole to careless in the Unit Marker

daring wraith
#

ahhhh

#

Youre the goat

#

thanks man

drowsy yew
#

haha, nws

daring wraith
#

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

drowsy yew
# mild obsidian https://pastebin.com/Z0hbWqWY

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

drowsy yew
daring wraith
#

how can I make an ai salute?

drowsy yew
daring wraith
#

I just used a trigger

#

amir playaction "salute";

drowsy yew
#

yep nice

drowsy yew
daring wraith
# drowsy yew 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

drowsy yew
daring wraith
#

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

drowsy yew
#

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

daring wraith
#

when I search plane in systems nothing shows up

daring wraith
#

But I want the jet too

#

Haha

drowsy yew
daring wraith
#

I just have a jet at an airfield on standby

drowsy yew
#

create a hide/show module that activates with triggers and then delete it

#

Does the script make sense yoshida?

daring wraith
#

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

primal wave
primal wave
small patrol
#

No

bronze peak
#

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.

prisma oyster
#

nope; mods?
fog settings perhaps?

bronze peak
#

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.

prisma oyster
#

oh! well no, I never had an issue
most likely an 3den Enhanced problem of course (*hides before R3vo sees this*)

bronze peak
#

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 ๐Ÿ˜„

prisma oyster
#

hell yeah plz

bronze peak
#

Honestly, it's a pretty small, purpose-built modpack, too, which is another headscratcher.

#

Hmm. My privacy settings are in the way, hold on.

prisma oyster
bronze peak
#

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.

prisma oyster
#

nothing that should impact the 2D map at least
try perhaps the same big object count in vanilla?

bronze peak
#

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.

bronze peak
#

๐Ÿ˜„

prisma oyster
bronze peak
#

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.

drowsy yew
bronze peak
#

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.

drowsy yew
languid python
#

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. ๐Ÿ‘

bronze moth
#

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.

bronze moth
languid python
#

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. ๐Ÿ˜ฉ

#

it seems to get randomly stuck, sometimes it does and sometimes it doesn't without me changing anything.

opal gazelle
#

Working on a video, is there a way to spawn a chemlight or two when a player enters an area trigger?

opal gazelle
#

Never mind worked it out

dim kindle
#

Is it possible to load official campaigns, showcases etc to EDEN?

daring wraith
#

is there a way to know what can be destroyed or not, without testing every object

daring wraith
#

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

lapis hedge
#

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

lapis hedge
#

@prisma oyster I love you

lapis hedge
prisma oyster
lapis hedge
#

wha

lapis hedge
lapis hedge
#

but yeah other than that place a camera in arial view and set the filter to thermal or something

#

not sure how though

lapis hedge
drowsy yew
drowsy yew
#

add guns through what?

lapis hedge
#

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

drowsy yew
#

yes, by using the arsenal in the editor. it's the same as if you were playing in the scenario

dim kindle
#

Quick question. How do i set up a trigger to activate a task waypoint?

drowsy yew
#

what would trigger the trigger so to speak?

dim kindle
#

Radius

#

Stepping into it

drowsy yew
#

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

dim kindle
#

Wdym rick click on it and hover? Where?

#

@drowsy yew

#

Ah. Nevermind! Sorry for the ping ;P

drowsy yew
#

nws

dim kindle
#

How can i even place waypoints?

#

Nvm. Again

#

Can i attach it to a task?

rose copper
#

Iirc you need to set a trigger and then โ€žsync toโ€œ

dim kindle
#

Kk cheers

#

Hm. Doesnt seem to do anything when set up to a task

drowsy yew
#

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

dim kindle
#

Ah i've got no experience with the editors language sadly

drowsy yew
#

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);

dim kindle
#

Interesting idea

drowsy yew
#

Then sync the trigger to the next objective and it'll activate when it's complete

dim kindle
#

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

drowsy yew
#

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

dim kindle
#

Yeah i think i figured out the size and shape part but i cant get it to activate to launch a task

drowsy yew
#

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

dim kindle
#

I'll try this. Thank you!

drowsy yew
#

nws, just ping me if you need more help

dim kindle
#

Awesome. Thanks man

#

@drowsy yew Set it as that and synced it. didn't seem to work

drowsy yew
#

Oh, try changing the task from "Synchronised Object Only" to "BLUFOR" in the drop down just above the Task ID field

dim kindle
#

Alright ill message if anything works

drowsy yew
#

kk

#

oh and make sure you have the module that will mark the task as succeeded connected too

dim kindle
#

Oh wow.. that worked

#

Thank you!

lapis hedge
#

How do I make a trigger that enables AI movement when you go near it?

drowsy yew
#

Set the size and shape to your needs and then set it as waypoint activation and click the waypoint