#arma3_editor
1 messages ยท Page 58 of 1
Where?
oh no I meant how to link it to the AI
so it's this enableAI "move";
yeah yeah but where would I connect it
I see
the AI is disabled, I want the trigger to enable them
drop it into the trigger activation box and change this to a variable that you gave a unit or group
and the AI will have myVar = this in their init?
sure, give that go
okay,
DepartureAI disableAI "Move";```
this is in the init of the inactive AI
DepartureAI enableAI "Move";
and this is in the trigger's "On activation" box
That looks like it'd work. Give it a test run
How do I check the enabled state of AI?
to put it in the watch thing
DepartureAI checkAIFeature "Move"
found that myself
okay so it's false, but the trigger doesn't make it true
going to the trigger doesn't enable the ai
is there a simple print command that I can use to check if the trigger is executing code or not?
https://www.youtube.com/watch?v=ZkzaI1Q7vHg
Have a look at this and make sure that you've set it up to match this
I had my condition box empty, instead of set to "true"
it works now, thanks for the help!
easy to overlook the small things. nws
Also, what's an easy way to give the effect of chaos? Im doing an assassination thing and civillians are supposed to run around everywhere and make it hard for you to get clean shots, but they all seem to filter into one gate and to one alleyway :<
Instead of manually placing move wps everywhere
Maybe try alive?
?
Or try having the "civs" as OPFOR units without weapons
don't see how that would help
It's a mod that has significant improvements for AI
Ah
Set the AI Group to Careless and Full speed
They will then just run about at random
or should
careless is the thing I use to make the SWAT team not get out of their car to engage you until they arrive, even if you start shooting
but i'll try it
Or have a read of this:
https://community.bistudio.com/wiki/Arma_3:_Civilian_Presence
oh wow is this a thing???
Yep
I don't see it
oh wait i do
I had a car selected๐
๐
@drowsy yew I tried the CP thing, it looks kinda ass
they all walk mindlessly to the same point
Ah ok, try the civilian presence options then
that's what CP is
They will always be within a group even if it's just themselves so it's the same way
Guys, anyone know how to determine the size of texture for say, the whiteboards?
Try either 1024 x 1024 or 2048 x 2048
That's the thing. ^2 seriously does not work.
That's the first thing I tried.
Alright, one opened pbo later, the texture is in fact a 2048x2048 with black lines top and bottom. Space between said lines is what I was hoping, but hey, now I actually have a base to work with.
Hopefully it's not protected by some sort of license, eh... Ah, who am I kidding, with my luck, that's a C&D already on the way.
Looks like a 1467x2048 format in terms of what actually is visible in the game.
...funny stuff... darn it
@drowsy yew Sorry, I get cranky when things don't work.
nws
Is it possible to have a trigger that can be set to be detected by specific units?
I can set it so it triggers if a specific group is detected by a side, by making the group the owner of the trigger and then say for instance "detected by opfor"
but I want the opposite of that, I want it to trigger from any opfor, but only if they are detected by a specific unit.
this unit will be among other units around the same area so I can't use a generic "detected by blufor" trigger.
there is no option for this in the editor so is there any scripts I could use?
Hello was wondering if there was a way to populate zones across the map with npcs/assets but when players arenโt nearby their positions are saved and are โdeletedโ/stored in a config until a player comes within a set distance then they start spawning in.
Making a world/mission with a lot of interactions and want to stay far away from any sort of FPS/lag. Any ideas?
units east findIf {MyGroup knowsAbout _x > /*magic value*/} != -1
```You'll have to figure out the *magic value* yourself since it is not documented: https://community.bistudio.com/wiki/knowsAbout.
Scripts or using triggers and show/hide modules
thanks mate
@prisma oyster Hey, I think I figured out what is causing that weird map bug in 3Den. Are you curious? ๐
always!
I'm BI curious ๐
Service and Supply, of all things. I'm not sure if it's the base mod, or the New Wave, but I disabled it and didn't observe. Enabled it, and immediately reproduced.
Touched no other mod, no profile setting or anything...
ah well. another mystery ๐
thanks!
I don't suppose you'd know if S&S creators are on the Discord here, eh.
negative indeed
Was worth a shot.
Ok, fine, it's not actually S&S on it's own... It's S&S in combination with something else. Honestly, my bet is on RHS, let me see further.
Or not... Very well, I give up, S&S is conflicting with something else in my modpack, but it seems benign.
For the record, I got a bug with a p3d related to something related to one of the S&S jeeps, and something about a ... hatchback? And a skeleton? So I think they inherit from a vanilla vehicle and some mod is causing a clash there.
seems like a really simple question, but I'm trying to figure out how to have a helicopter land and then turn off it's engine? I've got a land waypoint with the script "this engineOn false;" in it but the helicopter won't land and I'm not sure why
just a land waypoint with eventually helipad should do
if without AI-changing mods I guess
there is invisible helipad object that you can use to accurately point heli landing spot
is there a way to give a player a Sit Command in Editor and See them in that Animation?
I got this from searching but. I've noticed everytime in Multiplayer someone joins/Loads. It re runs the Sit command and the AI progressively goes farther into the ground/Away from the "chair"
[this, "SIT", "ASIS"] call BIS_fnc_ambientAnim;```
Also It seems I cant stop the Animation as the Command is constantly running and I cant Edit it in Zues
Every time a client joins the mission, it executes all the init fields (again). In this case, the fix is simple:
if (isServer) then {
[this, "SIT", "ASIS"] call BIS_fnc_ambientAnim;
};
Okay how would I stop the ANimation with zues?
Running the Stop Animation stops it for like a second then it goes right back to running the animation
Animations can be cancelled using
_unit call BIS_fnc_ambientAnim__terminate.
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
Are triggers not exact? I have set one up but it triggers when my unit is clearly outside the trigger area.
In my experience, unexpected trigger behaviour is always caused by operator error 
How did you set it up and how do you expect it to behave?
it's a simple detection trigger, it is an ellipse, supposed to detect civilians. I've put a civilian a little bit outside the trigger area so normally it wouldn't trigger, but if I take control of the civilian and go inside the area it should trigger.
when I move the civilian further away from it it doesn't trigger, but it is quite away, like 10 units away.
I thought triggers were exact and in my use cases they were pretty exact until now, not sure why this is happening.
(I meant ellipse not eclipse ๐ )
But that sounds ... exactly like what a trigger that detects civilians is supposed to do when a civilian enters its area 

I put the civilian initially outside the trigger area, but it does trigger when it's outside the area.
Make sure no animals there
if I put the initial position like 10 units away from the border of the trigger, it doesn't trigger when it's outside anymore, but again moving a little bit inside triggers it when it still isn't in the area.
animals trigger as civilian?
I quit the game for now, I'll make sure to check when I go editing again in a bit.
That might be a case, I mean
Also, post the exact situation and code. That's how we troubleshoot one's issue
there's no code it's just a trigger.
in activation it just shows a text
but yeah I'll take some pictures, in a bit.
Run systemChat str thisList in the On Activation to see which activation-relevant objects are in the trigger area when it activates.
good point, I will. Thanks.
ok here's a picture: https://i.imgur.com/CDy3yDu.jpeg
it says [Agent 0x50b901c0]
Agent sounds like an animal or smth
Try systemChat str (thisList apply {typeOf _x}) instead?
Snake_Random_F
well, you were right on the money. RIP. ๐คฆโโ๏ธ
I never thought I guessed right ๐คฃ
but this is very dumb and I hate it, but oh well. ๐ฉ
So like... if I red it right, you want to detect if a human civilian enters the trigger right?
Perhaps you can just enter {_x isKindOf "CAManBase"} count thisList instead of true in the condition
I just made the civilian the trigger owner, which was the easier fix for this scenario, but I'll keep that in mind.
I just thought the trigger isn't exact but I guess that's because it spawns animals near player so when I put the civilian 10 units away it didn't spawn any inside the area, making me think the trigger is imprecise.
whats everybody's/best favorite desert map? looking for some to make missions on
is there a animation where a soldier is kneeling over a soldier in hand to hand combat and pushing a knife into the other soldier's chest?
wouldn't just [civilianinitName] inArea [triggerinitName] be easier though for the trigger condition
I wrote that code while considering that there is more than one civvies
Question: When I use "Get In" waypoint and put it below a car, AI will go there but won't get in vehicle, is there any way I can make them get into that car like Motorized-Mechanized Infantry groups do?
you need to make sure the waypoint is connected to the vehicle you want the ai to enter
not below it
THANK YOU!
That was bothering me since day 1, I always put waypoint to vehicle and thought it just linked itself.
it'll automatically link on itself actually, there's like a tiny icon for the vehicles which is used to represent how it looks on the map
click the get in waypoint over it and it should link on its own
Yea I was putting to vehicle
Not to the icon
Didn't think icon mattered other than "hey it's a vehicle in case it wasn't obvious"
this sounds like something you'll need some knowledge in static poses/animations to do
alternatively, you can use the "Get in Nearest" waypoint which will automatically tell the ai to get in the nearest "vehicle" without it being connected to a vehicle
There is an object "TargetFakeTank_Lockable_EP1" in A3 and I remember these used to work but somehow now they do not any more. Can't lock them (prob because of sensor upgrade). How can I make them lockable again? I need some kind of non exploding object for target practice, not a vehicle.
Is there a simple way to place burn\scorch marks and artillery shell decals on the ground? Or any damage textures whatsoever?
I am trying to build an already over battle in the editor but I can't find the decals in the props or anywhere else. Any tips? tnx
Try shell craters or airplane craters. I believe CUP has decals similar to the base game explosion marks
Good thinking, I'll check. Tnx
is it worth it to build a map in eden? for more context, i found a desert map with super super nice terrain, but it has nothing on it villages or civilization wise, and i wanted to make a map out of it but im unsure about lag etc. would it be better to use the terrain editor or use eden with jbad and cup assets?
Might not be the right place, anyone know a good muddy trench warfare map?
Hey guys, in Zeus a bunch of modded units are missing that are available to Eden, even though I have selected enable all mods in the zeus module, anyone have any ideas?
is it set to official addons or including unofficial addons?
@dense valve
does anyone know how to crop a map? Say I want a mission on the Island South East of Malden, and only want that certain part of the map showing up zoomed in when anyone opens the map. I've seen it done in missions but have no clue how to do it.
There's a module, Cover map, I think.
Found it, Many thanks
Is there a way to make unitCapture less choppy?
It seems that decreasing FPS somewhat works
But is there a better way
anyone get why ogg files just dont play sometimes?
when, how?
i mean my own ones
like i got the file directory correct and also got the file names correct but it still doesnt play any audio?
Did you define them in description.ext?
oh im not limting them for use only within a scenario
im making a mod
i just cant figure out what im doing wrong
How do you pack the pbo
using arma 3 tools via addons builder
this is #arma3_editor btw ๐
so the question is
"does the sound sometimes play, sometimes not"
or
"does a sound configured one way does, but when done another way doesn't"
So you know how like in the campaign, there are interactable markers on the map each having information about that certain unit and the level of hierarchy it is in? Can you replicate something like that in the editor?
That's the ORBAT module
I've been trying to load a mission in the editor. However every time I get an error similar to this "error on line 0"
that's not enough info. you can copy the error with ctrl+c while the error window is open. paste it here
File C:\Users\Charles-H\Documents\Arma 3 - Other Profiles\LCpl%2e%20Uncleterry\missions\Zeus%20mission.Altis\mission.sqm, line 0: '.4': 'ยผ' encountered instead of '='
uuh can you put that into code? with backticks like this: `message`
i am not sure that error message is possible in Arma, i am thinking that discord is formatting something. that's why you need the code ticks:
`this is code` -> this is code
line 0: '.4': 'ยผ' encountered instead of '='
like this?
line 1: Config: .: '_' encountered instead of ']'
I also get this error sometimes
have you modified the mission.sqm outside of arma?
need the filename. always paste the full error
File C:\Users\Charles-H\Documents\Arma 3 - Other Profiles\LCpl%2e%20Uncleterry\mpmissions\Zeus%20mission.altis\mission.sqm, line 1: Config: .: '_' encountered instead of ']'
can you open the mission.sqm in a text editor?
if you havent binarized it, yes
can you paste it here if it's not too long, otherwise on sqfbin?
how does sqfbin work?
https://sqfbin.com/about.us it's just a page to paste sqf scripts and arma configs that are too long for discord
https://sqfbin.com/utidasefozawoxadunan that should work
uuh yeah there's sqf in your mission.sqm
the first 7 lines shouldn't be there
also the end of the mission.sqm is cut off
Thanks
this should work right https://sqfbin.com/iqinebimobomuduvapel
Thank you very much. It finally works!!!
Last question. How do I unbinarize a file?
I've tried with CfgConvert but I get an error
which file do you want to unbin?
It's the mission.sqm file
what error are you getting? CfgConvert should be the right tool
Sorry missed your message, yes it is
Hello,
im trying to get my texture to properly work on the Briefing Room Screen, but to no avail.
Ive already read that it uses the top half of a 2048x2048 texture, but whether or not i put my desired Half on the top, bottom or both, it either shows up cropped or not at all... Anyone knows what might be the solution?
i need someones help
how do I get rid of the stupid haze circle
around me in the editor
its annoying asf bc i cant see shit
reduce the fog?
well that didnt work either. Got the source file (destroyer_01_screen_01_co.paa), converted it to a .png, put it in gimp, copied my 2048x1024 texture in the top half and it still gets cut off...
you have to check where the original texture area is
well, it seems that i cuts off part of the top and bottom from the og texture, but you cant really tell how much... is there a logical reason for why it is that way? Seems just unnecessary
Somewhat minor and odd issue here. Does anyone know why the task pop-ups from the CreateTask modules disappear so quickly that no one even has a chance to read what it says? I know I've seen them stick around for a couple seconds in other servers.
Would anyone happen to know what mod LAV25_HQ_unfolded comes from?
Its an LAV-25 as a deployed HQ as the name implies. Was using it for KP Liberation but apparently it was through a mod >_> can't seem to figure out which now
bless all of you modders who consistently use prefixes. Though I believe the model may have came from Arma 2 initially
CUP ๐ found it
yes
the closest to afghanistan you will get are Takistan (Cup Terrrains - Core + Maps) and CLAfghan.
there's also Kunduz
idk
ive seen people talk abouit it here and do it so yes it is possible. How, probably related to camera scripting commands
the master altis base file probably has the zeus set to official only
you would have to set up your own zeus mission with the module set to all including unofficial
how can i start a mission with dead passengers in a vehicle? turning the health slider doesn't work they still sit as normal
Did you try setDamage?
this setdammage 1 in the init field yes
modsโฆ?
depending on the config of the vehicle, this will mostly lead to the ejection of the dead unit.
and if the vehicle has not set a proper KIA animation, things will get tricky
RHS, trying to do this on a UH-60 ESSS
under the params (top right in slot selection) there's an option for all addons incl. unofficial
requires admin permissions
some animations/animation sequences have movement in them, however the AI remains static. How do I "move" the AI while in animation?
like what animations? how are you playing them?
hi everyone, I am relatively new to Arma and have been trying to figure out the editor for the game but I need help.
I have watched tutorials on youtube and etc. but haven't figured it out
have you played the tutorial that is built into the editor?
wait... there is a tutorial for the editor?
let me check that out for myself really quickly
np yw
i need help with the fired eventhandler
since it doesnt include the listener as a variable, how do i make a group of enemy ai within 300 meters go to the firers location?
this is my first script ever and its difficult
think about your approach. you want to alert all units within 300m of the position where a unit fired a weapon. the fired eh is a good start. now you can get all units within range with this:
params ["_unit"];
private _listeners = units east select {_x distance _unit <= 300};
``` inside of the eh code
What should I put in the init box to make a unit do the pushups animation permanently for the whole mission? Trying to have a group of AI doing pushups to help with immersion.
I sadly have no idea, but come with another problem: If I have a support requester module, in what way can I make it accessible to the player only AFTER a trigger having fired? I want to have support be unlocked after the first task is completed, but I dont know how.
// play anim here
if (local this) then {
this addEventhandler ["AnimDone", {
// play animation again
}];
};
Okay, is that for specifically the pushups animation or for an animation in general?
general. i dont know the animation name or which command will work in your case
Okay thanks
the idea behind this code is that you play the animation on mission start (first line, replace comment) and then everytime the animation finishes play it again (replace second comment)
Gotcha. I'm having issues actually starting the animation, as well as finding the pushup animation
Okay that's extremely helpful - Thank you
Can I replace the 'wille' bit with 'this'
Or do I need to name each unit?
this can be used in the init field of the unit
Yeah that's where im putting the code
is it a multiplayer mission?
Yes
make sure that you implement the locality check. the init fields get executed for each client that joins which would lead to the animation restarting and adding another eventhandler.
I am completely new to scripting in its entirity
But this is what I currently have in the Object: init on all of the AI:
this playMove "AmovPercMstpSnonWnonDnon_exercisePushup";
if (local this) then {
this addEventhandler ["AnimDone", {
this playMove "AmovPercMstpSnonWnonDnon_exercisePushup";}
];
};
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
This doesn't help me, it's too vague
well its an introduction if you have no idea what you are doing
Yeah I've read it
then next would be this: https://community.bistudio.com/wiki/Multiplayer_Scripting
None of it makes any sense to my autistic brain
MP scripting is hard. I struggled with it a long time but at one point it just clicked.
The code I have here doesn't work ๐
It's all way too complicated
I'm just gonna use a different animation that I can add in 3den Enhanced and just blag it
bro the ai in this game is the same as making a toddler do calculus
The asnwer to that is ๐
Convoys are the biggest downside to A3's AI...
I do recall that they had no problems in Armed Assault through A2, but something (I assume some FSM changes) took their driving licenses away and convoys are now pretty hard.
they can kill me across the map using a pistol or something and then their brains just disappear when you make them do a simple convoy
they keep randomly kicking people out of their vehicles, they break formation and go elsewhere, or literally just not drive at all
Yeah.
I dont get whats so hard with following your fellow ai's vehicle
I seem to recall the best way for me to do a reinforcement convoy a little while back was... Three completely separate trucks, having identical orders.
Hello,
Anyone knows a way to switch loiter planes or helicopters direction ? In ZEUS, it's possible in ed3n but not zeus so far i know.
It seems to me the loiter waypoint is circling clockwise ! That's incompatible with left-sided guns of the Blackfish. Same for any last move waypoint: the aircraft is circling clockwise.
https://forums.bohemia.net/forums/topic/202574-blackfish-and-loiter/?_fromLogin=1
Thanks
https://community.bistudio.com/wiki/setWaypointLoiterType i think the second example is ccw
Is there any way for to tell the AI to suppress using waypoints instead of being their Squad Leader and then ordering them to suppress?
Thanks ! I missed that page
Hey guys. I need some help scripting live feed helmet cameras, and an orbital UAV. My mission is set up so you play as an officer who chill in a command center, while you use high command to order around 3 assault groups, but Iโve tried everything and canโt get live feed to broadcast to the screens in my command post. Help pls ๐
my bad I completely forgot. It's working now thanks
With custom missions, do I need to set up a dead body despawner or is there some default setting that will take care of that? Making a zombie op, so there's gonna be a lot of corpses, and I want to declutter unnecessary engine processing.
Also, is it possible to toggle UI in spectate mode off? Their name tags occlude the models and I can't see what is going on well, when observing from higher up. Tnx
i think it's backspace?
ok so i pressed something on mistake i donโt remember what i hit but now my objects move in a grid pattern so they wonโt move where my cursor is
iโm sure itโs a simple fix anyone know?
you hit the translation grid: https://community.bistudio.com/wiki/Eden_Editor:_Toolbar
thanks
iโve been trying all day and i canโt get the briefing room desk to work properly
i canโt the picture to fit right on the desk
dimensions are fucked
desk?
the one with the map?
get its original texture from the game files and use it as reference
sorry iโm a bit slowโฆ what do you mean by there
I dont know how to be more clear.
Indeed it is. Tnx man
MP Player units are spawning on the respawn marker instead of the placed unit position at the start. How do I fix it?
I understand you are trying to place a (flat) custom textured object on the table? If using your mouse isn't exact enough, then you can doubleclick your object and change the exact coordinate values under the "transformation" tab.
Fun fact: It's a 2k texture that has the table on the bottom of it, and a "TV" on the top.
Meaning if you get a 2k texture (2048x2048 - that's 2k, right? I'm not a moron?) and only use the bottom 1024x2048, you'll have the dimensions right. The top is the TV, then.
And don't worry, all of BI's things are kind of messy in this regard, it's a challenge to get your custom stuff to look nice. Well, the first time, anyway, the second you know exactly what you did earlier.
sorry for the late response, but as an example the helicopter exit animation from the campaign
the character stays in place. I need to know how to move it
how do you play the animation?
where is the character you play the animation on?
Is there a way to stop ai from killing their own teammates, or me? If they're shooting at an enemy and one of our own walks in front of the line of fire, he just dies. Other NPC don't stop shooting or nothing. I noticed this behavior doesn't happen in Stalker for example, which is a way older game so it bothers me tbh.
AI
actually nvm, I think it fixed itself
must've messed up by myself
Does anyone know how I can change formations of the units in Editor?
To be more precise, how can I cycle through various formations? I know about transform-move to formation, but that always has only one formation.
Double left click on the coloured flag above the group leader scroll down until you see the symbols for formations
tnx man
Is it possible to share an editor mission with a friend and either one can host that same mission?
yes, just share the mission directory located in your user directory
Located in the files ofc right?
sorry, what?
Hold on
Gotcha thanks!
Are edited object scales done via the editor compatible/ can be made compatible in multiplayer use?
i got a pretty big problem
so whenever i load this saved mission file it doesnโt load anything
but im pretty sure itโs the proper mission(like 50%)
can you edit yor mission file in a text editor?
uh whatโs that?
any text editor, like notepad++, windows editor, ...
i can see it in like Documens>Arma 3>missions
how big is the file?
the mission.sqm is 2kb
yeah thats an empty mission
your last hope is to have a copy somewhere, eg from Windows File History. And for the future: keep backups. Eg. (as mentioned) Windows File History or git (bit more technical but an amazing program!)
where do i find windows file history
anyone want to mess around in zombies and demons w me
Hello everyone im posting this here because i dont know what it implies, hope i get an answer:
We re making an all air clan, and i want to set a system of medals, and i was wondering if theres any way to make some sort of patch or something and put it not on the shoulder but on the chest or neck, like WWII medals
search the internet, it's better at explaining than i am
in theory you could have models for the medals and such as separate objects and the use attachTo scripting to attach them to various places on characters
could work, could be not good enough for your purposes
vcom, lambs, or vanilla?
chocolate raspberry
So I gave my friend my mission sqm so he pretty much has my copy of the scenario. Is there a way to keep both of our files updated, for example, if he edits something, and then he saves, then my copy has what he put? Or do we have to keep sending each other the mission sqm and constantly update the folder
Arma does not provide such thing, maybe some OneDrive or online sync
not very efficient way as you would have to move it around to correct location in the editable missions folder and publish it etc
pretty much as much work as just zipping it and sending it via discord or equivalent
svn git etc could also work
perphaps the mentioned oneDrive too if it can be set to share any folder
but you must not work on it at the same time
ever
or you overwrite each others work
sending it manually is safest way
Copy that
does anyone know how to make players show up in zeus? like make them editable objects
You can play around with this:
{
{_x addCuratorEditableObjects [allUnits,true];_x addCuratorEditableObjects [vehicles,true];
} forEach allCurators;
} remoteExec ["bis_fnc_call", 2];
};```
thanks
Can anyone clue me in as to how this was achieved? I knew you could remove turrets from some vehicles, but the hull? (it's a rhino inside a Kuma, Kuma's missing the turret, while Rhino has no hull and disabled driver seat) https://imgur.com/a/NF4miOu
When in Zeus right click over the unit and select editable objects > choice radius. that will give everything nearby to your control
how can i make a plane fly straight and ignore terrain? the plane is super high up but it is still going upo and down to avoid terrain and its getting very annoying, ive tried flyinheight and flyinheight asl.
Is it possible to add multiple inits to an object
This didn't work btw
This is the essential bit- {_x addCuratorEditableObjects [allUnits,true];_x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; I don't know whether you want it activated every few seconds, or every time a player activates the Zeus interface, or whether the objects should be added to every Zeus, or a certain Zeus/Curator, et cetera.
I just want whatever object that I place this script in to be able to be editable to every zeus
I'll try it again
Alr this SORT of worked it made EVERYTHING editable though
You want a script you can paste in the init field of objects that you have placed in Eden Editor, that makes them editable to a Zeus when the mission is running?
Exactly
Sure that should be doable. I'm on mobile now, will type it out when I'm home, if someone doesn't beat me to it ๐
Thanks my man! I appreciate it a lot
_zeusmodule addCuratorEditableObjects [[this], true];
^ Put that in an object's init. Replace _zeusmodule with the variable name of your Game Master (Zeus) module. Tested this in multiplayer, but it might not be reliable in dedicated servers with lots of added objects, because of the initialization order.
What's the best way to play a song in a helicopter? I am using say3D but even at max volume the helicopter blades are too noisy. Is there a way to reduce the helicopters' (blade) volume?
I am not sure how to use that for my purpose
Point is that you could reduce the helicopter sounds by (temporarily) setting the game sounds lower. You may need to play your song using playMusic (or a trigger) instead of say3D. If you don't want to fiddle too much with scripting, then you could also use an earplug script that adds a player action.
"Earplug" scripts can be found in the BI forums, as a workshop mod, even as a composition that you can place as a Zeus.
thank you
Hi, is there a way to set the center (pivot point) for compositions?
Ravage
cheers
Is there any mod that allows you to have a Animation Selector for NPCs in Editor? I know theres one for Zues but only way Ive seen how to do Animations is this atleast for editor
[this, "SIT", "ASIS"] call BIS_fnc_ambientAnim;```
3DEN Enhanced
Thanks!
hi, how to edit custom loadout in editor for hnm mission?
hnm?
Hearts and Minds?
Well if you just meant to say how to open Arsenal for a unit, just right click on the unit and Customize Loadout
Does anybody know of any mods that adds Chemical Gas Rounds to the Artillery?
I've edited in bi arsenal but it becomes default when I try to play the character
maybe i need to edit it in any config file?
IDK about that particular mission and how it works. Probably it overwrites it
Anyone can help me with Zeus editor, I task my units to search building but they refuse to go into the building
that would be #zeus_discussion I presume ๐
this channel is for Eden Editor discussion
Oh thanks
Could be the gear you try to use is not available there
can you explain??
If arsenal is restricted you can't use everything in it
may i dm you for this issue?
could anyone help me with trigger
im trying set up an alarm
but it is not repeating
Just checking: are you aware that the trigger needs to -deactivate- somehow before it can repeat? So you'd have to think of a condition that allows that. Or script that it makes a new trigger on the same spot after a pause.
can i check unit canouflage values trough zeus?
Hey yโall Iโm making a mission file and Iโm trying to do the player slots and rename them to what I need, I thought Iโve changed everything but I canโt find where to rename the squad, I did it on the sidebar in Eden but when I go to multiplayer to test out it still says alpha 1-1 and alpha 1-2, how do I fix this
Requires CBA, see this guide: https://www.reddit.com/r/armadev/comments/s8vrfp/how_to_change_a_teams_callsign_in_a_mp_lobby_for/
Oh I didnโt even think to look in lobby manager
would anyone know where Tracer_ASBE is from?
It somehow sneaked into our scenario and we dont know where its from.
https://www.google.com/search?q=Tracer_ASBE says one result ๐
ASBE is a modder, and I have recently seen something from him, but what was it
aha!
https://steamcommunity.com/workshop/filedetails/?id=2424322922
Aaren's Blast Effects
ping
Thanks, yeah figured out the same. Its weird that this mods create dependencies haha.
Hello! I placed an asset which seems to create a body of water under it (pool of blood form Horror Mod)
However, I placed it in the 2nd story of a building.
After removal since it basically breaks anything happening directly below, the "invisible" body of water persists. Any way I could get rid of that without starting over?
Edit: Also persists after reloading mission file
Can you use editor to make a non dedicated server with addons and play with friends? Just trying to figure it out
you can make a mission with the editor and host it locally
Ok this is a dumb question but this feature isnโt work for me at all so I wanna have it so that no one can see blufor or opfor players on the map and so they canโt see their crossbairs and etc. but the setting jsnt working. (I use the difficulty settings)
would that be on a server?
yeah
Anybody got any tips on setting up a Ambush?
Like, how do I get my AI to only open fire when they reach a specific area
you could synchronise waypoints with fire modes with a trigger
is it "safe" to place objects outside the map in the editor e.g. placing an aircraft carrier far off the coast ?
AI nor pathfinding work there so keep that in mind
I've been having an issue with respawns recently, no matter what I do, it always says "Respawn Disabled". I've tried using variable names, placing a respawn module, but no matter what I try, I can't respawn.
Hi
I'm on Steam. What version should I buy to develop?
I am scenery/terrain designer but I culd make objects or buildings.
Regards.
@daring solstice buy what?
the version you buy does not affect modding
in theory yes, but if you place AI outside of the map they break and can see thru walls and stuff
if its something like an aircraft carrier or something similar for your team to respawn and stuff you should be fine
Thank you!
Is there any way to drive and gun the nyx at the same time?
is there a way to keep ai from leaving vehicles when damaged?
without being made to
nice
How do I setup a setup a stationary machine gun nest to only open fire on a convoy that reaches a specific location?
MCC4 has a one-man-tank feature that does exactly that. There's probably other mods that do it, and could be implemented as a script.
Actually, the moment you command a vehicle, I think you can use WASD to drive at the same time
Im new to this. Iโm not that familiar with how the AI works. So i have a question. If I have a Little base with a few sqauds. And a patrol pretty far away will The patrol alert the squad back at base when it sees an enemy
Your description is not very clear on the where, but normally the AI needs to directly see targets before getting alerted. If they are not facing the correct direction, or if the view is blocked, then there will be no alert. AI can spot things very far away, but beyond 300 meters it gets less and less reliable.
If you want to experiment for yourself, someone coded a mission that shows how the AI works: https://forums.bohemia.net/forums/topic/191696-script-ai-detection-test-tool/
I thought like if i had a sniper up on a hill over looking a town and I got closer and spotted enemies in the town the sniper would also spot them and start shooting
Or if i had artillery far away
The AI shares information between group members. And the AI is quite terrible at navigating 3D environments. It's not reliable.
A lot has been written about this topic. Rather then me making generalized statements, I encourage you to read these posts where people tested: https://forums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma3/
I will say that you can compensate for a lot of AI problems by designing and scripting. The things that you are talking about; long range sniping, artillery. These things you can design for a specific situation or mission. But they often don't work "out of the box" ๐คทโโ๏ธ
I wanted to do something like if one of many small patrols spotted an enemy it Would alert some reinforcements from a nearby town. Ive been playing with it for at least 6hrs now
Thank you for the info
Okay; now you're talking about a third situation ๐
.
Good news is that you can make this quite simply:
Create a trigger on/around the base where the enemy is. I will assume enemy is Opfor.
Set Activation: OPFOR
Set Activation Type: Detected by BLUFOR
Then synchronize (right click trigger object) to a waypoint of the reinforcements group.
Result is that when the OPFOR group is 1) in the trigger zone and 2) detected by BLUFOR, that a waypoint for BLUFOR reinforcements will activate.
But you'll have to read up on the rest. There's also compositions on the Steam workshop for artillery and sniper, if you don't like writing out scripting.
Ah sweet
Sry for not being that straight forward im still not sure what im talking about lol. I got this game two days ago
Mission making is an absolute rabbit hole. Just like anything, I'd advise you (old me) to start with something simple and finish it. The flexibility of the editor and scripting can also produce a lot of headaches if you insist on things.
Have fun :)!
I also just spent maybe 30-40 minutes making a base look pretty lol XD
How do I setup a setup a stationary machine gun nest to only open fire on a convoy that reaches a specific location?
are you familiar with triggers?
the simplest way I could think of is to set the machine gunners to hold fire in the editor and then have the convoy activate a trigger with ```sqf
_machineGunNest setCombatMode "YELLOW";
_machineGunNest being whatever you name the ai group of the mg nest
Sets AI group combat mode (engagement rules). For individual unit's combat mode see setUnitCombatMode. Mode may be one of the following:
"BLUE" : Never fire, keep formation
"GREEN" : Hold fire, keep formation
"WHITE" : Hold fire, engage at will/loose formation
"YELLOW" : Fire at will, keep formation
"RED" : Fire at will, engage at will/loose formation
you can then check the server only box in the trigger and you're good to go
How do you have a hostage and prevent opfor (or whatever the opposing side is) not kill the hostage? In my case a blufor officer.
the instant any opfor ai sees him they shoot him
there's definitely a way to remove units from AI target lists
or prevent certain units from being targeted, I mean. I've seen it done in missions.
I found an option called captive mode in special states I think thats it
however it puts him to civilian side
yeah, I think POW and such are done with setCaptive.
But I also have a transport chopper in a mission that the AI doesn't target, ever. Trying to find where it's done, which command.
Hmm, actually that transport helo's notarget is done with setCaptive, too.
Yeah, setCaptive is the perfect command for your use. Captive status also disables "BLUFOR detected by OPFOR" triggers for that unit, and nothing else.
a bitโฆ thanks tho iโll try it out tmr and iโll lyk if it works
thanks i appreciate it
How do i make units stay put? I put them in a building and they just wander off. I saw a way to keep them in place but I donโt want them to stay still i just dont wont the wandering off. Any help?
Stay on position
How would I set it up. So motor's begin opening fire when the emeny reaches a certain point
https://community.bohemia.net/wiki/BIS_fnc_wpArtillery put this in a trigger
If thatโs too complicated then give the mortar group a โHoldโ waypoint followed by a โFire Missionโ waypoint on the target. You can then set up a trigger with the โSkip waypointโ type and connect it to the โHoldโ
Oh I found a work around. I just placed the crew a good walk away from thier motor's and got em to get in then fire. Was a pain to get the timings right lol
@deep sail try this itโll make your life easier
Making things happen when units reach a part of the map is a very common use case for a trigger
I'm still new. So finding this stuff rather complicated atm
The thing is you want to leave as little as possible up to the ai brain
Yea. I'm currently trying to get them to use trucks correctly. They are rather. Awful
It might work during testing and then the ai do something dumb when it matters
There are plenty of tutorials on triggers, plenty of people make use of those without getting into the complex stuff
Do you know of a video for the above one you mentioned?
No but I can make you one in a bit
Oh that would be super helpful
I'll shoot you a link in a minute
You can dm me it if you like
am i able to make afull mission in editor say you get dropped in a helicopter and join a convoy which gets ambushed
yea
how do i do it then
it'll take some time and effort but it's doable
you'll have to break it down and figure out each part individually
ah ok
learn how to get dropped off in a helicopter, learn how to make a convoy, learn how to have the player join that convoy, and how to have that convoy get ambushed
just tackle it one at a time and you'll get there
How do I have a task complete when a unit is killed?
simplest way is to make a trigger and change the condition to
!alive <unit>
Gotcha, thanks
otherwise you can give it a โKilledโ event handler if youโre comfortable doing that
Is there any Decent Performance way of Populating a 75-100 AI town, with like 5 Players playing?
Any tips?
basically just want the Town to feel alive.
@white badger did you place an invisible helipad and set pilot AI to careless?
it makes a preferred landing area for helicopters
you can simply place the (invisible) helipad object from the editor and it will "attract" helicopters more easily yes ๐
the aroma attracts them
is the "Hide Terrain Objects" module bug where the objects it's suppose to hide are not hidden for some clients in a MP game known to the devs?
It used to work flawlessly some versions ago
Hi. Can someone explain the Placement thing in the command for Fire missions?
In Attributes.. waypoint placement.
Placement radius
Completion radius.
Whats do they do exactly?
Placement Radius: Defines a circular area in which the waypoint will be randomly placed
Comp. Radius: Is the radius in which the AI needs to be around the waypoint for it to be completed
Oh so it isn't for arty shells placement ๐ฌ
So having trouble with creating tasks. I can get two of then working. But everytime I add a 3rd in. It seems to break it all
How exactly are you creating the tasks and how exactly does it break?
I was doing the triggers for the next one wrong ๐
Hello! I use this: ("rhs_item_flightrecorder" in (vestItems player + uniformItems player + backpackItems player + assignedItems player)) as a trigger for a task in a mission for my group. While it works when testing in editor, it doesn'T on the server. Has anyone tipps how to solve this? I cant't get it to work with remoteexec...
!code
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
So, what's the purpose of it? If someone grabs a flightrecorder the trigger fires?
yep
Also, did the trigger set to โserver onlyโ?
eh no
The server is a dedicated?
yes
https://community.bistudio.com/wiki/Multiplayer_Scripting#General_information_about_locality
editor-placed triggers are created on every machine unless specified otherwise ("Server Only" Eden Editor option ticked)
Probably it does that only for the player who picked it up
ah that could be
So, not sure what the trigger does (I assume it is a task related) but probably the easiest way is:
- if the task is not completed yet, and the player object picks it up,
- the trigger fires, the task is completed everywhere
- and it's not going to happen anymore
Ain't a big fan to do things with Triggers or Modules. Lemme check something real quick
So... if you want to do things with Triggers, probably make two triggers is a good way:
- detects if one picks it up locally
- detects if someone does it server side
ok... and then i sync them how to each other?
Perhaps you need to do some script like publicVariableServer?
The idea is:
- Trigger 1 does detect the pickup
- Activates some code like
task1Completed = true; publicVariableServer "task1Completed" - The serverside trigger detects if
task1Completedis true - And the task synced to the trigger is completed
ah ok
Or, perhaps you can just make one trigger that detects everyone's inventory from server side
Not sure which is easier ๐ค
Not sure either, but i think i have some ideads now. I will try out your tipps, not today but well soon ^^. Thank you anyway for your help and time!
Noprob' anytime
ive got an issue with 3den enahcned
when i set an ai ambient animation it works, but then when the ai is killed it bugs out
and the ai falls through the floor
like the legs will bug out and fall through the floor
or the body will completely fall through the floor
Do custom compositions store SQF init as well?
So I made me troops get picked up by a halftrack. And then drop them all. It worked when I tested the single unit.
So I saved it as composition.. and only 2 of 4 work. The other squads. Don't get in. Or run off to board a different one
Is it because I'm using to many of them? Only 2 seem to work
Is there a limit on the saved compositions that can be placed down with a bunch of waypoints?
I get a feeling I am misunderstanding vectors here. I'm trying to position a spotlight. Rather than through trigonometry, I thought I could get the vectorDirAndUp values by calculating a vector from one object to another. Is there a command that does this?
PositionB-PositionA returns vector pointing from PositionA to PositionB
Its non-normalized, it contains the distance too. But if you normalize it you have direction
Ha! For half a minute you had me convinced PositionB-PositionA was a special command. I am such a dunce. Thank you for reminding me of how much schooling I've forgotten...
Oof, next question: how do I get the classname of a terrain decal object? cursorObject returns <NULL-object> in this case.
:)!
alternative
this addEventHandler ["Take", {
params ["_unit", "_container", "_item"];
if (_item == "rhs_item_flightrecorder") then
{task1Completed = true}
}];
pardon the formatting
if you add the "Take" event handler to the player's unit then you don't need to check inventories
it'll just fire when the unit picks up the item
It says "Global" on the page, not sure if that means you don't have to PublicVariableServer your task complete variable
the addEventHandler command takes a global argument which means that you can add it to any unit regardless of whether the unit is local to the executing instance. The effect of the command itself is local, so the code is executed locally, broadcasting the variable is still necessary
Ok I have a REALLY strange problemโฆso whenever i try my slideshow it doesnโt load and thereโs no error in it at all(that i know of) iโve triple checked so many times but it just wonโt load
And I also canโt change the variable names
So idk if my arma is bugged or iโm just dumb
thanks for the info. so the code is executed where the object is local?
or is the code executed on the server?
MP notes: "Killed" and "Hit" eventhandlers are executed where given unit is local.
All other eventhandlers are executed on all computers.
I might have been wrong
i might fire up a dedicated server and test it later
event handler locality confuses me
[...] locality confuses me
for me ;)
can anyone help or nah?
what do you mean by slideshow
like the module in eden
oh it's an ace module
how are you accessing the images?
is the directory correct?
if the module doesnt work you can use the function
Is there a way to track how many AI have died? Ping me if you have an answer.
The BI forums have more in-depth answers, and a longer history of questions ๐ :
https://forums.bohemia.net/forums/topic/220036-counting-ai-casualties-how-to/?tab=comments#comment-3429539
Is it possible to make the trigger for static weapons to hold fire untill a emeny crosses the trigger?
Yes. setCombatMode to change the combat mode
Like. SetCombatMode open fire?
Always read BIKI for more info
https://community.bistudio.com/wiki/setCombatMode
Ughh I dunno how to get it to work
turret setCombatMode "YELLOW"```
Nope. No effect with the triggers
๐ค What did you do
Done it with 2 waypoints and a trigger
Any reason why the triggers won't trigger when I'm in a vehicle?
perhaps the trigger is set to unit and not vehicle unit, idk
Is. That even a option ๐ณ
check the trigger option, I don't use them very often
I'll mess around some more
iโm tryna do the same exact thing youโre doing lol
I found a easy way to do it lol
Set 1 waypoint to hold. Then make it so it's forced Hold fire. Then set a 2nd waypoint and make sure it's. Open fire then set a trigger up to skip waypoint and sync it to the 1st waypoint
Dose anyone know if itโs possible to heal a player through the debug console?
point your cursor/rifle at him and use```sqf
cursorObject setDamage 0;
Thx
howdy, the enemies in my mission are way to hard to kill. I'm not sure if its their armor or something but I have to nearly empty my entire mag into them to kill them. I put their Health/Armor slider down to 20% but it still takes a lot of shots to put them down. Is there something in attributes to fix this?
yes. don't shoot at the body armour.
my god thank you so much. I really appreciate this expert kind of assistance
but that's it... many complain that they have to dump mags like crazy and the enemy still stands but forget / don't know that the body armour has actual protection value
it also depends on the calibre that is used
hm. Ok im just worried because my mission is mainly with players who have little to no experience with the game (my mission is 8 or less players) and I dont know if I have faith they can lol
Ill let them know
if you are interested, here's some info about penetration of projectiles and how to visualise it
https://forums.bohemia.net/forums/topic/154934-quick-and-fun-projectile-path-tracing/
This is a fairly simple script I began writing to after being a bit curious about how ARMAs bullet physics worked, particularly the ricocheting. Recently there was a post on /r/ARMA about bullet penetration, so I cleaned it a bit up to get what you see below. Thisll basically trace the movements ...
thanks
if you go to the virtual arsenal and put on vests, helmets ect, you can actually see simplified information of the protective value in the bottom right
oh that actually helped a lot thank you
๐
I got a quick question about waypoints and skipping them through triggers. Right now I have a helo set up to with an advanced->land waypoint onto a helo pad. From there I'd like it to stay till a trigger gets activated and it'll go on to the next waypoint. So I placed a hold waypoint right on top of the land waypoint and the helo stays put, but when I activate a trigger with skip waypoint on the hold waypoint the waypoint is not skipped. Holding the helo in the same place indefinitely
Hi everybody - I am looking for a good and pretty basic Capture The Flag - CTF Template that only needs to meet one requirement: Flag is returned after a certain time when it is dropped. I found quite some nice missions and unpbo-ed them but none of it had that and I am tired of testing. Do you know some - or can someone point me in a direction how this can easily be done? I do know about bluforflag SetFlagOwner objNull; but I am pretty new to all of this so I have no clue how and where this would be implemented. If I had a mission or a template it would just make it easier for me ๐ Thanks in advance.
Hello. Is it possible to get Friendly squads to spawn in after I pass a trigger?
Yes, there are a few options.
You can place them off the map in the Editor and teleport them over when needed, or spawn fresh units via script, or place them down in the Editor, hide and immobilize them and reactivate them once the trigger fires.
Thanks
The answer was pretty easy: Just two triggers that react on the condition that the flag owner is not alive and it sets the flag owner to Null: I actually got the idea from a very old script. https://forums.bohemia.net/forums/topic/2474-how-to-return-the-flag-when-its-lost/?tab=comments#comment-143406
PLSSS how do i get ai to use siren of car
Idk where to ask this but my PBO file doesn't work with my dedicated server and it's stuck on a loading screen...
Where can I send the PBO so someone can possibly help me
hey polpox im having an issue with the artwork supporter mod, ive put in a code in the innit for fake muzzle flash ([this, 0, 0.3] call PLP_fnc_fireWeapon) however when i start the game there is no muzzle flash at all and then gun is just infinatley shooting.
nvm i just remembered i had a suppressor on
im stupid
How Do I Manually Place My AI Team Into Separate Team Colors On The Editor?
Some Kind Of Unit Field
make sure the trigger is firing
Got a question regarding the Warlords game mode, How do i import new CATEGORIES of units to the requisition menu? is that a possibility? or are the "Infantry, Vehicle, Aircraft, Naval" etc classes hardcoded?
For example i would like to have "LIght Vehicles" and "Tracked Vehicles" instead of just Vehicles
Thanks, I've made sure of that. I had misunderstood some of the ordering with the waypoint activation, so the trigger was for the next waypoint instead of the one I want
this assignTeam โREDโ
Thank You
Plsss how do I make AI use siren
https://community.bistudio.com/wiki/animate check example 3
or what kind of siren do you mean?
Lightbar and siren as in sound
lighbar as i said, for sound use https://community.bistudio.com/wiki/playSound3D
say would be better actually (it would follow the vehicle)
not say3D?
say is not say2D ^^
it picks depending on if in camera mode or not
but you can "force" say3D if you want yeah
we could use a comparison table about all the sound options on the biki
Bumping back up incase anyone has any ideas
Anybody got any advice for how to add a new town name to a map for a particular mission? I'm guessing it involves one of the following commands, but not sure how I'd go about implementing it (createLocation, setText, etc). I've got some experience with scripting, but it's mostly with setting some object inits, not something like this.
like that it shows on the map or what do you mean?
@viral axle https://community.bistudio.com/wiki/createLocation
It works exactly as described in Example 2. The appearance of the text can be altered by changing "NameVillage" to another entry from this list: https://community.bistudio.com/wiki/Location#Arma_3.
Because createLocation has local effect, it is best to place the code in initPlayerLocal.sqf (one of the initialization files executed upon mission start). The location will not be present in the Editor, but it will be there during the preview and the mission.
Anybody knows whats the resolution of "class Land_TripodScreen_01_large_black_F"?
Its the rugged large screen
It just uses 1:2 resolution picture, the matter is the ratio not the resolution
So any of 1:2 texture like 512x1024 will work
Thx
Say I hide a big group of AI. And when triggered they spawn in. Will having a big group hidden and then the 1st group fighting would it be laggy?
(group this) setCombatMode "RED"; What is wrong with this code. If I put this in a group init it won't work
this setCombatMode "RED"; in group init
Thank you very much !
yw
Say If I place 100 units and hide 50 of them. Kill the 1st 50. Then have the other 50 spawn. Would having all them units down inpack performance.
Or would it be ok
still have a (minimal I believe) impact
โฆbut why?
Was thinking of doing a big multi stage kind of mission. But I'd have the next area units be hidden
Untill a trigger is activated
You can create them, too
anyway I don't think the impact might be too high, though I am now unsure about if AI is still processed or not
Probably be 8 squads. I like doing it my way because I can give em the orders and stuff. So when they pop into existence they run about to thier objectives ect
..
Would a bunch of dead units inpack performance that much?
if you are worried about this, you can use the integrated garbage collector system
there is a mission setting in the Eden Editor, or you can setup the GC through description.ext, see https://community.bistudio.com/wiki/Description.ext#Corpse_.26_Wreck_Management
I am sorry for asking again, I am just very confused. I use Jebus script to respawn AI group with this code - 0 = [this] spawn jebus_fnc_main; I can't respawn this group with RED combat mode. I tired this code 0 = [this] spawn jebus_fnc_main; this setCombatMode "RED"; and this 0 = [this, this setCombatMode "RED"] spawn jebus_fnc_main; - not working.
hi sorry, I'm dad
well, I don't know jebus_fnc_main, it is not an official function
see the related documentation
PS: you can drop the 0 =, not needed
Is there a way to give spawned units Tasks? ๐ฌ I was playing around with it. But didn't see a way to do it
During a scenario civilians will randomly spawn in vehicles. I have a feeling its a mod but I'm not sure which one.
Remove mods until it stops
๐ฎ that looks complex
Ughh yea. Spawning units in my way is alot easier than that ๐ฌ
Last question. Is there a way to get the Tracers in. systems. effects. To shoot into the ground so one can benefit from thier noises without the tracer part??
The Task Framework is only for players 
I see task, I gib task
but yeah waypoints indeed ๐
You can create and customize waypoints via script commands (https://community.bistudio.com/wiki/Category:Command_Group:_Waypoints).
Dang. That looks tricky
Hello! Does anyone know of any ways to make easy mobile healing vehicles? Im using ace3 and id like to be able to have a wounded person sit in an ambulance vehicle and be healed
No easy ways for that.
Is the spawning vehicles, not reinforcements and using the command menu to order them to pickup, drop off, as well as telling units to garrsion/ungarrison, etc. A mod, or from the Zeus DLC?
The specific module where you plop down an LZ and an RV, and then module out a vehicle + infantry unit it drops off?
I believe that's a ZEN (most recently) feature.
No, Lms if I can find a sc of it rq
Ah, can't send screenshots here lol
Oh, I forgot, think they're now in the actual modules menu
Ah I found the menu from a vid, screenshot it, but can't find any of the channels that would allow posting of it
Ok, There is one, posted in #screenshots_arma
So many channels in this DC lol
Can Alive check. Work for all emeny units in a Capture point. And when they all dead get your task to complete?
ifโฆ I understood it correctly? you can use findIf coupled with alive to check if a full array of units is dead or not
Ah I see
Respawning works in single player aswell?
that would mimic Team respawn yes, thanks to teamswitch
Happy days cheers
OK I've set up a convoy. And I've placed down ordnance linked up to a trigger to start Blowing the stuff up when a plane passes. Everything is linked up. But for some reason nothing is happening
I don't understand why it ain't working
have you verified the triggers work independently?
like for example if you set them to be used by radio commands
Oh. I made them too small and it didn't pick up on the plane.
Although I also discovered the Hide thing doesn't even work on planes. So rip
hide thing?
The module hide/show
how can i make a thisAddaction activate a player's animation? (multiplayer so not local ig)
Is there a way to make it so that on a dedicated server, the players in the lobby can ready up, but cannot get into the mission until an admin presses go?
might be a server host questionโฆpossibly a setting in the server
How is garrison ment to work?
Ai goes into buildings
Ah so it might not work that well on a modded map?
should work without problems as long as the buildings used on the map get something like a building tag (not 100% sure how that works).
so if the map uses game houses there should be no problem and in general i guess all of the big and good rated other mods should also have working buildings
I placed a waypoint into one. But unfortunately only 1 units actually went into it
You need to (or at least thatโs what I do)
Add the module โgarrisonโ, change all the stuff you want (it usually makes a circle around the module in which the garrisoned buildings need to be),
And then choose every single guy you want to garrison the buildings in the location connect and sync to it
Ohh. I used the waypoint lol
Yeah waypoints arenโt that useful in many ways although they are kinda basic. Often there are other specialized modules that help.
Find the Right one can be hard in the beginning
Soo much to learn. ๐ตโ๐ซ
Yeah I consider myself a newbie as well
Most interesting addons in modules are made through ace and cba
I've only Cba. I didn't really like ACE
Sooner or later I guess youโll need ace
ACE and CBA are like the ground for nearly everything
I shall cross that bridge when it comes to it xD
Does anyone know how to make Ai move only in area that i want , without restricting their movement completely with doStop this; / disabling path. For example i want the sniper to move and shoot around a tower, but not let him go down the stairs. Same for ground troops, how to make them move around an chosen area, and not go any further?
Patrol module maybe. Try to set the area only to where you want them to move around
Patrol works fine when they are not alerted, but as soon as gun fight starts, they run wherever they want
Maybe you can do it with that zone restriction stuff although Iโve never tried how thatโs working. Maybe zone restriction + trigger for the area could work but not sure
โโโโโ
Anyone may help me?
I am trying to create several spawnpoints that should be activated via different Triggers. How am I gonna do that? Iโve tried around but in general the spawnpoint is being possible to be chosen from the beginning and I donโt want that
Tried this as well, didnt work
What about Lambs modules? Maybe they have something
Lambs didnt work ether, i found a topic on reddit, but i can understand a thing
https://www.reddit.com/r/arma/comments/4actrl/how_do_i_restrict_ai_movement_to_a_red_circle/
Doesnโt really seem to be what you are looking for
ok, thank you anyway
Yeah sorry I couldnโt help
โโโโโ
Anyone may help me?
I am trying to create several spawnpoints that should be activated via different Triggers. How am I gonna do that? Iโve tried around but in general the spawnpoint is being possible to be chosen from the beginning and I donโt want that
Do you not know where the spawn point will be beforehand? What do you want it dependent on?
You can of course attach logic objects and spawn points to objects.
I basically want some dependencies there like โactivate the spawnpoint when you kill all enemies in the areaโ or โactivate the spawnpoint when you go into that house.
I as Mission maker know where the spawn points will be but the player should get a mission like โgo to xy and kill everyoneโ and when he does that he does not only get an information like โgreat you killed everybodyโ but also the information โyou activated a new spawnpointโ and that that spawnpoint is being able to use from that point on
Are you using BIS respawn position?
If so you can use:
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
Im not sure not gonna lie. Itโs called โrespawn positionโ and if Iโm with the cursor on it itโs named ModuleRespawnPosition_F
Itโs not from any mod so seems to be vanilla ArmA stuff
Yeah, that makes sense. That module works, and you can manually place it as a Zeus during a mission.
But if you would like to automate it, as part of a trigger action, then you'll have to get your hands dirty with scripting. By using the above command.
Yeah. The onActivation field. May I refer you to YouTube for a visually aided guide?
If there is an easy one. Iโve never got into scripting and I donโt really like it but if there is no other possibility I guess I need to get into it
Hi, any one tell me how to use simplex support module for only one Unit in coop mission
How can I make the vehicle_respawn module remember the vehicle's original health/ammo etc on respawning the vehicle?
There's an expression field in the module. You could try setDamage and add magazines there at respawn.
could anyone help me with boosting rpm of the weapon
i'm using this command
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
}];```
and i don't know how it works
alright
Where I can enable mission timer like on this video this for Zeus ||https://youtu.be/BPVf5YIN69g||
Is there a way of making your guy able to take alot more damage than normal? Like plot armour?
Should be a module tho I donโt know if thatโs from Vanilla or maybe Ace
It's definitely not Ace. I had this timer just yesterday and it worked without any modules.
I found it, key "O" will show this timer. Thank you for help.
I'm so bad at scripts
as long as you're willing to put in effort on your end someone will walk you through stuff in #arma3_scripting
generally things get solved pretty quick if you look at the wiki and try your best to do it yourself, then post your code and someone will tell you what went wrong
I'm just not sure how to fill this one out
is there a way to increase setacctime in edin editor spectate mode
cant you access the console in spectate?
yes
but it does not go up to 2
it just says error missing ;
wait did not work
it still only shows be a spectate in 1x speed
ok nvmd
it works now
wait no
I just want the entire time of everything, which includes all units, to speed up while I'm in spectator for edin
@calm forge are you talking about eden or zeus?
as nothing happens in eden, everything is static
hey guys i am on consediring on making nice police base for my mission, up does anyone on what youtube channel i could watch for building tutorials?
cause i cant find any so i asked here
What are you looking for? Because โbuilding tutorialsโ really doesn't make sense
mission building tutorial I suspect
How do I stop VTOL ai from overshooting the landing zone?
edien bruhh but its spectate camera simulaton has a time scroller but it does not speed time up, only go slower
Because it is Eden and Zeus not edien or edin so that's why HG asked so
You can just use setAccTime command to make it faster
may be a bit late. there isnt really something like that.
you either make a fully working building model via blender and import it then (much hard work)
2.
you can browse in the workshop for something like this (there are a few custom police buildings)
3.
you can make a composition by putting other existing buildings together and just say thats a police base now
It seems all my tasks have suddenly decided to fuxking break for no reason
Hey all, short and simple here.
I've set up my sounds and tested them and they all work normally, but when using this line to play them from a trigger or an object, it gives me the error "Expected 3, provided 0"
playSound3D [getMissionPath "Sounds\sfxsound6.ogg", this, false, getPos this, 2, 1, 800]
From my understanding, something is wrong with the getPos. But no clue what, as this is my second foray into sound scripting stuff. Any help is appreciated, thanks!
So I spawned in some UAVs for my troops to use in my scenario but unfortunately, the UAV terminal (when grabbed via the arsenal I made) does not show my spawned UAVs on the connection list
I would like to fix this so that the UAVs are able to connect.
On the map they get "spotted" by my troops at the airport and marked as purple.
How can I fix this?
I have a lot of other questions about fixing some problems and smoothing out my scenario but this is a good place to start with the smaller easier to fix problems and work my way up
Just like in the regular game, operators need to connect to UAVs (outside of their own backpacks). You can script it via: https://community.bistudio.com/wiki/connectTerminalToUAV
In all the missions I ever played the UAV was always already in the connection list. I had no idea lol. Iโll try this tomorrow
Hmmm
What if someone acquired the UAV terminal through other means? Can it still connect?
Like I want it so anyone who picks up a UAV terminal in NATO can just boop connect to all of the NATO uavs
Even if they didnt start the scenario with a connection
How would I use the script so that all of them can connect
?
I don't use UAVs that much in my missions. So I'm a bit confused this article implies you automatically see all friendly UAVs: https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Uav
Anyways you could tie an item check (in a trigger or Event Handler) to connecting the terminal to all UAVs via forEach.
Thats what I assumed.
Ive played the entire singleplayer campaign and spent time on Invade and Annex and Combat Patrol and stuff
Never had problems connecting to UAVs that are from my side
Maybe I have to specifically designate them for NATO?
Maybe I dont have the factions set up? When I tried to launch the scenario for LAN it uhhh actually didnt start because the game couldnt see any teams or positions to join into
Could this be the reason that the UAVs dont show up? Faction specific?
Also I am extremely technologically illiterate. I really dont know a thing about scripting. What does forEach do
Nevermind that then ๐
No, not if they are "BLUFOR" (blue side) placed units. They are all the same "faction" as far as the game is concerned.
This is a separate problem. And has more priority I think.
forEach iterates the code using the thrown array(a set of data)
I'd check your error log for details, ie "RPT file" : https://community.bistudio.com/wiki/Crash_Files
It may give a reason why there are no roles for you to select. An frequent cause is that you don't have a mod loaded that the scenario needs.
Hello can anyone help me regarding ace advance stamina settings?
I don't understand the "performance factor" thing, which is better higher or lower? Does higher make your performance bad/really affected
This is probably it. I have some mod that spawns muscle cars and I thought it wouldnt be a huge problem not having it
Iโll just remove those cars and hopefully itโll be back to normal
I'm playing on atlis and planning on doing a long mission in a certain area.
If I hide terrian objects from the main island will that save on performance?
a bit, but view distance is the main one
Where is that option?
setViewDistance, through scripting
๐ตโ๐ซ
Just create an initPlayerLocal.sqf file in your mission folder and add setViewDistance 1337;
Easy as that.
I've no idea how to do that part ๐ฌ sqf
https://community.bistudio.com/wiki/Category:Scripting_Topics and pin this to your favorites
Wouldn't happen to know if 3Den editor has view distance built init
If you use 3den Enhanced
Yea think I've got thay
In the Environment settings you'll find it
Depends on your mission.
For infantry only 1500 might be enough
if it's foggy even less
It's part of your job to figure that out as mission designer
Yea. Never played with this stuff before so don't really have a starting point xD
Thanks for the help ๐
...
Anyone know how one would get a slowly moving camera going over a town with text that explaine the current situation?
yes
https://community.bistudio.com/wiki/Camera_Tutorial may help you here @deep sail ๐
yep
Time to play around with 3den enhanced
Hey all,
I'm planning a mission where players patrol with 2 AI squads in some armored SUVs. I'm trying to figure out how to make sure that, when my players mount up, the AI follow suit and get back in the vehicles. As far as I remember, the vanilla command menus to control AI only work for AI that are part of your own group. In this scenario, I'd have a team of human players with two AI squads in a separate group/team. How can I make this work?
So far.... only idea I've come up with is scripting a repeatable Hold action to the AI squads's init that forces them to get into their specific vehicle every time it's activated by my players. But, is there an easier option that I'm missing?
(I'll be zeusing, so I could potentially force it myself when Zeusing. But I want an immersion-preserving way for players to "command" the AI patrols to get back into their vehicles)
In principle, this is what the High Command system was made for: https://community.bistudio.com/wiki/Arma_3:_High_Command
But I don't have any experience with it, myself.
Oh interesting. All I need it for is for the AI to get back into their vehicles, which is why I was thinking a simple HoldAction might do, but maybe this is enough?
You could absolutely script this... in a variety of ways. Radio triggers, holdActions, Event Handlers, causing AI to activate waypoints or AI units to appear in vehicles. But hopefully setting someone as a commander this way will avoid scripting. I dunno. Am curious how it works for you ๐
How do I make it so when two different sets of tasks are completed, a trigger is activated then and only then?
For Example
Task 1 Done -----> Task 1.1 Done -----> Task 3 Opens <------- Task 2.1 Done <------ Task 2 Done
Put that in the condition of the next trigger in your sequence. In your case Task 1.1 , Task 2.1, and Task 3 (refers to the previous two)
Ty
What is the best way to add ambient combat sounds, right now I am using invisble targets and ai firing at them. which is not really resource friendly, any other ways to achieve this effect?
triggers have "ambient combat" sound in their list ๐
Is there a none cheating way to make night time abit brighter. My guys don't have access to NG or flashlights
Full moon usually about does it.
Also make sure the moon is high, because light reflected from the sun is your number 1 source of light.
I suppose you could also use postprocess, but God help you with that.
Ah the good old moon. Time to playing around with that. Thanks
that or setApertureNew too ๐
Also.. do you know of any indoor lights ?
Ah cheers Dr house
Last question. Ya know how to upload a group of missions to the workshop so it's like a campaign?
well, tbh I don't know how to upload a campaign to the workshop, but I know how to make a campaign
I'd assume you'll have to go through the Publisher.
Yeah.
@prisma oyster Publisher in A3T has a dedicated thing that you can flip between "Mod" and "Campaign"
I could just number them. Would be easier lol
but players could skip!!1!
oh nice, thanks!
Yeah!
But they won't. Mine are perfect and too enjoyable to skip
Honestly, I've been toying with the idea of making a short singleplayer campaign for SOGPF. However, I'm creatively bankrupt like 95% of the time, and the remaining 5% of my time is dedicated to making some pretty neat Zeus missions.
I spend 4 days working on a single 20 minute mission
Yeah, that sounds about right.
Ballpark for a 3 hour Zeus mission, for me, is like 10-20 hours in Eden.
Sad thing is though. I know where everything is so it isn't as fun lol
Sounds about right, around 2 years for 6 mission SOGPF campaign 
And there was 2 of us working on it. And the ideas were written beforehand.
True. It can get pretty funky when you plan out a mission perfectly and then the players just do something else
Your creative value is clearly soooo much higher than mine ๐
Also, the vast majority of my mission is Zeus-controlled, SOGPF campaign is completely self-sufficient.
Yeah, no zeus, coop missions are pain and suffering.
So I can see how that might happen. If I take this long to make something as relatively trivial, then making a full on campaign like that... oof.
In SP it's easier to control the player. Or if he does not go according to the mission plan you can just fail the mission and load last save.
Then again, I can spend time on world building and make the whole place feel lived in.
WASD, same as in MP ๐
I'm just doing single player
Also, consequence. "Oh, you decided to cross this road in the middle of the open? Well, there's that outpost that was always there and can see you clear as day!"
The worst thing is working with the AI ๐
It's bad, but the worst is working with players and accounting for their actions 
|| AI vs AI missions FTW!
||
So, how do you guys create missions from scratch, anyway.
I find, for me, the really good ones I just look at a map and they click
And I spend 10-20 hours just putting together the thing that clicked right there and then. That's really my biggest problem and weakness, I rely on seeing the map in front of me. And if it doesn't just do that, then I will eventually end up abandoning the project.
I can have anywhere up to a dozen ideas at any given time, but then I look, and no map just gets that clicky combination, and I'm stuck, unable to do anything