#arma3_editor

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lapis hedge
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I want it to do the opposite of this disableAI "Move";

drowsy yew
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just change the disable to enable

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that's all you need to do

lapis hedge
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oh no I meant how to link it to the AI

drowsy yew
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so it's this enableAI "move";

lapis hedge
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yeah yeah but where would I connect it

drowsy yew
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I see

lapis hedge
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the AI is disabled, I want the trigger to enable them

drowsy yew
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drop it into the trigger activation box and change this to a variable that you gave a unit or group

lapis hedge
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and the AI will have myVar = this in their init?

drowsy yew
#

sure, give that go

lapis hedge
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DepartureAI enableAI "Move";
and this is in the trigger's "On activation" box

drowsy yew
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That looks like it'd work. Give it a test run

lapis hedge
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to put it in the watch thing

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DepartureAI checkAIFeature "Move"

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found that myself

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okay so it's false, but the trigger doesn't make it true

drowsy yew
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Wdym

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Does it not activate?

lapis hedge
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going to the trigger doesn't enable the ai

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is there a simple print command that I can use to check if the trigger is executing code or not?

drowsy yew
lapis hedge
drowsy yew
#

easy to overlook the small things. nws

lapis hedge
# drowsy yew 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 :<

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Instead of manually placing move wps everywhere

drowsy yew
#

Maybe try alive?

lapis hedge
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?

drowsy yew
#

Or try having the "civs" as OPFOR units without weapons

lapis hedge
#

don't see how that would help

drowsy yew
lapis hedge
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oh

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I don't think I'll be doing any more mods

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anything vanilla?

drowsy yew
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Ah

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Set the AI Group to Careless and Full speed

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They will then just run about at random

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or should

lapis hedge
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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

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but i'll try it

drowsy yew
lapis hedge
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oh wow is this a thing???

drowsy yew
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Yep

lapis hedge
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oh wait i do

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I had a car selected๐Ÿ˜

drowsy yew
#

๐Ÿ˜‚

lapis hedge
#

@drowsy yew I tried the CP thing, it looks kinda ass

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they all walk mindlessly to the same point

drowsy yew
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Ah ok, try the civilian presence options then

lapis hedge
drowsy yew
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Oh

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Uhh, don't know then I'm afraid

lapis hedge
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How do I set an AI's behaviour if they're not in a squad?

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or "composition"

drowsy yew
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They will always be within a group even if it's just themselves so it's the same way

bronze peak
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Guys, anyone know how to determine the size of texture for say, the whiteboards?

drowsy yew
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Try either 1024 x 1024 or 2048 x 2048

bronze peak
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That's the thing. ^2 seriously does not work.

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That's the first thing I tried.

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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.

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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.

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Looks like a 1467x2048 format in terms of what actually is visible in the game.

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...funny stuff... darn it

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@drowsy yew Sorry, I get cranky when things don't work.

drowsy yew
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nws

languid python
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Is it possible to have a trigger that can be set to be detected by specific units?

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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"

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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.

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this unit will be among other units around the same area so I can't use a generic "detected by blufor" trigger.

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there is no option for this in the editor so is there any scripts I could use?

crystal narwhal
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Hello was wondering if there was a way to populate zones across the map with npcs/assets but when players arenโ€™t nearby their positions are saved and are โ€œdeletedโ€/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?

wind raptor
drowsy yew
bronze peak
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@prisma oyster Hey, I think I figured out what is causing that weird map bug in 3Den. Are you curious? ๐Ÿ˜„

prisma oyster
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I'm BI curious ๐Ÿ˜‚

bronze peak
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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.

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Touched no other mod, no profile setting or anything...

prisma oyster
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ah well. another mystery ๐Ÿ˜„
thanks!

bronze peak
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I don't suppose you'd know if S&S creators are on the Discord here, eh.

prisma oyster
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negative indeed

bronze peak
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Was worth a shot.

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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.

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Or not... Very well, I give up, S&S is conflicting with something else in my modpack, but it seems benign.

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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.

marble cedar
#

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

prisma oyster
#

if without AI-changing mods I guess

marble cedar
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ah do you need a helipad?

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that would probably be it

vestal perch
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there is invisible helipad object that you can use to accurately point heli landing spot

crystal narwhal
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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;```
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Also It seems I cant stop the Animation as the Command is constantly running and I cant Edit it in Zues

wind raptor
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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;
};
crystal narwhal
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Okay how would I stop the ANimation with zues?

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Running the Stop Animation stops it for like a second then it goes right back to running the animation

wind raptor
languid python
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Are triggers not exact? I have set one up but it triggers when my unit is clearly outside the trigger area.

wind raptor
#

In my experience, unexpected trigger behaviour is always caused by operator error krtecek
How did you set it up and how do you expect it to behave?

languid python
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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.

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when I move the civilian further away from it it doesn't trigger, but it is quite away, like 10 units away.

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I thought triggers were exact and in my use cases they were pretty exact until now, not sure why this is happening.

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(I meant ellipse not eclipse ๐Ÿ˜… )

wind raptor
languid python
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I put the civilian initially outside the trigger area, but it does trigger when it's outside the area.

small patrol
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Make sure no animals there

languid python
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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.

languid python
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I quit the game for now, I'll make sure to check when I go editing again in a bit.

small patrol
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That might be a case, I mean

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Also, post the exact situation and code. That's how we troubleshoot one's issue

languid python
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there's no code it's just a trigger.

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in activation it just shows a text

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but yeah I'll take some pictures, in a bit.

wind raptor
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Run systemChat str thisList in the On Activation to see which activation-relevant objects are in the trigger area when it activates.

languid python
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good point, I will. Thanks.

small patrol
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Agent sounds like an animal or smth

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Try systemChat str (thisList apply {typeOf _x}) instead?

languid python
small patrol
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I never thought I guessed right ๐Ÿคฃ

languid python
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but this is very dumb and I hate it, but oh well. ๐Ÿ˜ฉ

small patrol
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So like... if I red it right, you want to detect if a human civilian enters the trigger right?

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Perhaps you can just enter {_x isKindOf "CAManBase"} count thisList instead of true in the condition

languid python
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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.

shrewd gull
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whats everybody's/best favorite desert map? looking for some to make missions on

harsh rune
#

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?

hard mantle
small patrol
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I wrote that code while considering that there is more than one civvies

dim kindle
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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?

hard mantle
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you need to make sure the waypoint is connected to the vehicle you want the ai to enter

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not below it

dim kindle
hard mantle
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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

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click the get in waypoint over it and it should link on its own

dim kindle
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Yea I was putting to vehicle

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Not to the icon

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Didn't think icon mattered other than "hey it's a vehicle in case it wasn't obvious"

hard mantle
drowsy yew
fallen garden
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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.

dire scarab
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Is there a simple way to place burn\scorch marks and artillery shell decals on the ground? Or any damage textures whatsoever?

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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

drowsy yew
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Try shell craters or airplane craters. I believe CUP has decals similar to the base game explosion marks

dire scarab
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Good thinking, I'll check. Tnx

shrewd gull
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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?

upbeat finch
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Might not be the right place, anyone know a good muddy trench warfare map?

dense valve
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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?

agile ingot
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is it set to official addons or including unofficial addons?
@dense valve

round meadow
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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.

kind prism
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There's a module, Cover map, I think.

round meadow
finite sandal
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Is there a way to make unitCapture less choppy?

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It seems that decreasing FPS somewhat works

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But is there a better way

hard mantle
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anyone get why ogg files just dont play sometimes?

prisma oyster
hard mantle
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i mean my own ones

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like i got the file directory correct and also got the file names correct but it still doesnt play any audio?

finite sandal
hard mantle
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oh im not limting them for use only within a scenario

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im making a mod

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i just cant figure out what im doing wrong

vestal perch
hard mantle
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using arma 3 tools via addons builder

prisma oyster
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this is #arma3_editor btw ๐Ÿ™‚

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"

round meadow
#

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?

kind prism
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That's the ORBAT module

tawny stag
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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"

cloud moss
tawny stag
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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 '='

cloud moss
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uuh can you put that into code? with backticks like this: `message`

tawny stag
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' line 0: '.4': 'ยผ' encountered instead of '='

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Does that work?

cloud moss
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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

tawny stag
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line 0: '.4': 'ยผ' encountered instead of '='

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like this?

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line 1: Config: .: '_' encountered instead of ']'

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I also get this error sometimes

cloud moss
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have you modified the mission.sqm outside of arma?

cloud moss
tawny stag
cloud moss
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can you open the mission.sqm in a text editor?

agile ingot
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if you havent binarized it, yes

tawny stag
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I'm using Atom

cloud moss
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can you paste it here if it's not too long, otherwise on sqfbin?

tawny stag
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how does sqfbin work?

cloud moss
tawny stag
cloud moss
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uuh yeah there's sqf in your mission.sqm

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the first 7 lines shouldn't be there

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also the end of the mission.sqm is cut off

tawny stag
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Thanks

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Thank you very much. It finally works!!!

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Last question. How do I unbinarize a file?

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I've tried with CfgConvert but I get an error

cloud moss
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which file do you want to unbin?

tawny stag
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It's the mission.sqm file

cloud moss
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what error are you getting? CfgConvert should be the right tool

dense valve
opal sentinel
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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?

raven stag
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i need someones help

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how do I get rid of the stupid haze circle

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around me in the editor

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its annoying asf bc i cant see shit

cloud moss
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reduce the fog?

opal sentinel
cloud moss
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you have to check where the original texture area is

opal sentinel
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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

obtuse oyster
#

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.

olive crescent
#

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

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bless all of you modders who consistently use prefixes. Though I believe the model may have came from Arma 2 initially

olive crescent
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CUP ๐Ÿ˜„ found it

vestal perch
#

yes

last aurora
#

the closest to afghanistan you will get are Takistan (Cup Terrrains - Core + Maps) and CLAfghan.
there's also Kunduz

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idk

vestal perch
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ive seen people talk abouit it here and do it so yes it is possible. How, probably related to camera scripting commands

heavy jay
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Whenver I play "Master Altis" with Zeus, I can't spawn any RHS thing

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help

supple mica
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the master altis base file probably has the zeus set to official only

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you would have to set up your own zeus mission with the module set to all including unofficial

pseudo gale
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how can i start a mission with dead passengers in a vehicle? turning the health slider doesn't work they still sit as normal

bronze peak
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Did you try setDamage?

pseudo gale
#

this setdammage 1 in the init field yes

prisma oyster
#

modsโ€ฆ?

last aurora
#

and if the vehicle has not set a proper KIA animation, things will get tricky

pseudo gale
lost peak
#

requires admin permissions

finite sandal
#

some animations/animation sequences have movement in them, however the AI remains static. How do I "move" the AI while in animation?

vestal perch
#

like what animations? how are you playing them?

dim kindle
#

hi everyone, I am relatively new to Arma and have been trying to figure out the editor for the game but I need help.

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I have watched tutorials on youtube and etc. but haven't figured it out

cloud moss
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have you played the tutorial that is built into the editor?

dim kindle
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wait... there is a tutorial for the editor?

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let me check that out for myself really quickly

cloud moss
dim kindle
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how did I not know that. thanks man

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I will do the tutorial

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thanks again

cloud moss
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np yw

placid tapir
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i need help with the fired eventhandler

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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?

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this is my first script ever and its difficult

cloud moss
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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
dim kindle
#

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.

bold slate
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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.

cloud moss
dim kindle
cloud moss
#

general. i dont know the animation name or which command will work in your case

cloud moss
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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)

dim kindle
dim kindle
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Okay that's extremely helpful - Thank you

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Can I replace the 'wille' bit with 'this'

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Or do I need to name each unit?

cloud moss
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this can be used in the init field of the unit

dim kindle
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Yeah that's where im putting the code

cloud moss
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is it a multiplayer mission?

dim kindle
#

Yes

cloud moss
#

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.

dim kindle
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I am completely new to scripting in its entirity

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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";}
];
};

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
dim kindle
cloud moss
#

well its an introduction if you have no idea what you are doing

dim kindle
#

Yeah I've read it

cloud moss
dim kindle
#

None of it makes any sense to my autistic brain

cloud moss
#

MP scripting is hard. I struggled with it a long time but at one point it just clicked.

dim kindle
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It's all way too complicated

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I'm just gonna use a different animation that I can add in 3den Enhanced and just blag it

dim kindle
#

bro the ai in this game is the same as making a toddler do calculus

dim kindle
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why is it so hard for the ai to do a proper convoy

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like wtf

bronze peak
#

The asnwer to that is ๐Ÿ™‚

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Convoys are the biggest downside to A3's AI...

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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.

dim kindle
#

they keep randomly kicking people out of their vehicles, they break formation and go elsewhere, or literally just not drive at all

bronze peak
#

Yeah.

dim kindle
#

I dont get whats so hard with following your fellow ai's vehicle

bronze peak
#

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.

dim kindle
#

thats ac a good idea

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i might try that

ember nacelle
#

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

round meadow
#

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?

ember nacelle
#

Thanks ! I missed that page

frosty sigil
#

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 Iโ€™ve tried everything and canโ€™t get live feed to broadcast to the screens in my command post. Help pls ๐Ÿ˜›

tawny stag
dire scarab
#

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.

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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

patent heron
#

ok so i pressed something on mistake i donโ€™t remember what i hit but now my objects move in a grid pattern so they wonโ€™t move where my cursor is

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iโ€™m sure itโ€™s a simple fix anyone know?

vestal perch
#

the grid move toggle is in the top menus and in the icons

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๐Ÿ‘† ๐Ÿ‘†

patent heron
#

thanks

patent heron
#

iโ€™ve been trying all day and i canโ€™t get the briefing room desk to work properly

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i canโ€™t the picture to fit right on the desk

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dimensions are fucked

vestal perch
#

desk?

patent heron
#

sorry

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briefing desk

vestal perch
#

the one with the map?

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get its original texture from the game files and use it as reference

patent heron
#

sorry iโ€™m a bit slowโ€ฆ what do you mean by there

vestal perch
#

I dont know how to be more clear.

dire scarab
vague sundial
#

MP Player units are spawning on the respawn marker instead of the placed unit position at the start. How do I fix it?

primal wave
bronze peak
#

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.

finite sandal
#

the character stays in place. I need to know how to move it

vestal perch
#

how do you play the animation?

finite sandal
#

using switchMove

#

is there another way to play it?

vestal perch
#

where is the character you play the animation on?

dire scarab
#

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.

finite sandal
#

actually nvm, I think it fixed itself

#

must've messed up by myself

dire scarab
#

Does anyone know how I can change formations of the units in Editor?

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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.

drowsy yew
dire scarab
#

tnx man

night void
#

Is it possible to share an editor mission with a friend and either one can host that same mission?

prisma oyster
night void
prisma oyster
#

sorry, what?

night void
#

Hold on

night void
#

with the temp files

prisma oyster
#

Documents\Arma 3\missions

#

usersaved is save files so no

night void
#

Gotcha thanks!

pulsar geode
#

Are edited object scales done via the editor compatible/ can be made compatible in multiplayer use?

patent heron
#

i got a pretty big problem

#

so whenever i load this saved mission file it doesnโ€™t load anything

#

but im pretty sure itโ€™s the proper mission(like 50%)

cloud moss
#

can you edit yor mission file in a text editor?

patent heron
#

uh whatโ€™s that?

cloud moss
#

any text editor, like notepad++, windows editor, ...

patent heron
#

i can see it in like Documens>Arma 3>missions

cloud moss
#

how big is the file?

patent heron
#

the mission.sqm is 2kb

cloud moss
#

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!)

patent heron
#

where do i find windows file history

patent heron
#

i spent so much time on it

dim kindle
#

anyone want to mess around in zombies and demons w me

supple swan
#

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

cloud moss
patent heron
#

alr

#

i appreciate you tryna help

vestal perch
#

could work, could be not good enough for your purposes

shrewd gull
#

vcom, lambs, or vanilla?

vestal perch
#

chocolate raspberry

night void
#

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

prisma oyster
night void
#

Gotcha

#

Would downloading it as a steam workshop file work?

vestal perch
#

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

night void
#

Alright

#

Online sync it is

vestal perch
#

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

night void
patent heron
#

does anyone know how to make players show up in zeus? like make them editable objects

primal wave
faint canyon
#

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

drowsy yew
patent heron
#

yeah i donโ€™t want to do that

#

itโ€™s annoying

shrewd gull
#

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.

patent heron
#

Is it possible to add multiple inits to an object

primal wave
# patent heron 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.

patent heron
#

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

patent heron
primal wave
patent heron
#

Exactly

primal wave
#

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 ๐Ÿ˜…

patent heron
#

Thanks my man! I appreciate it a lot

primal wave
# patent heron 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.

chilly sedge
#

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?

chilly sedge
#

I am not sure how to use that for my purpose

primal wave
# chilly sedge 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.

viscid dagger
#

Hi, is there a way to set the center (pivot point) for compositions?

languid dagger
#

Anyone know any apocalyptic mods on steam workshop?

#

like zombies and stuff

cloud moss
#

Ravage

languid dagger
#

cheers

crystal narwhal
#

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;```
crystal narwhal
#

Thanks!

deft topaz
#

hi, how to edit custom loadout in editor for hnm mission?

small patrol
#

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

neon rock
#

Does anybody know of any mods that adds Chemical Gas Rounds to the Artillery?

deft topaz
#

maybe i need to edit it in any config file?

small patrol
#

IDK about that particular mission and how it works. Probably it overwrites it

rotund verge
#

Anyone can help me with Zeus editor, I task my units to search building but they refuse to go into the building

prisma oyster
#

that would be #zeus_discussion I presume ๐Ÿ™‚
this channel is for Eden Editor discussion

rotund verge
#

Oh thanks

vestal perch
deft topaz
vestal perch
#

If arsenal is restricted you can't use everything in it

deft topaz
dim kindle
#

could anyone help me with trigger

#

im trying set up an alarm

#

but it is not repeating

primal wave
# dim kindle 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.

dim kindle
#

oh

#

didn't know that

#

thanks

humble rain
#

can i check unit canouflage values trough zeus?

patent heron
#

nope

#

maybe a mod can but not in zeus

#

as far as i know

sturdy blaze
#

Hey yโ€™all Iโ€™m making a mission file and Iโ€™m trying to do the player slots and rename them to what I need, I thought Iโ€™ve changed everything but I canโ€™t 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

sturdy blaze
#

Oh I didnโ€™t even think to look in lobby manager

west crag
#

would anyone know where Tracer_ASBE is from?
It somehow sneaked into our scenario and we dont know where its from.

sinful zenith
#

ASBE is a modder, and I have recently seen something from him, but what was it

west crag
keen swallow
#

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

ripe spindle
#

Can you use editor to make a non dedicated server with addons and play with friends? Just trying to figure it out

vestal perch
#

you can make a mission with the editor and host it locally

patent heron
#

Ok this is a dumb question but this feature isnโ€™t 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 canโ€™t see their crossbairs and etc. but the setting jsnt working. (I use the difficulty settings)

vestal perch
#

would that be on a server?

patent heron
#

yeah

neon rock
#

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

prisma oyster
split plover
#

is it "safe" to place objects outside the map in the editor e.g. placing an aircraft carrier far off the coast ?

small patrol
#

Yes

#

Try not place it toooooooo far away from the map, could break the game

vestal perch
#

AI nor pathfinding work there so keep that in mind

dim kindle
#

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.

daring solstice
#

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.

vestal perch
#

@daring solstice buy what?

daring solstice
#

Arma III

#

I can see various versions

vestal perch
#

the version you buy does not affect modding

sacred lava
#

if its something like an aircraft carrier or something similar for your team to respawn and stuff you should be fine

daring solstice
ebon forge
#

Is there any way to drive and gun the nyx at the same time?

frail fulcrum
#

is there a way to keep ai from leaving vehicles when damaged?

#

without being made to

frail fulcrum
#

nice

patent heron
#

How do I setup a setup a stationary machine gun nest to only open fire on a convoy that reaches a specific location?

keen swallow
dim kindle
#

Im new to this. Iโ€™m 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

primal wave
dim kindle
#

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

primal wave
primal wave
# dim kindle Or if i had artillery far away

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" ๐Ÿคทโ€โ™‚๏ธ

dim kindle
#

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

primal wave
# dim kindle I wanted to do something like if one of many small patrols spotted an enemy it W...

Okay; now you're talking about a third situation ๐Ÿ˜… .
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.

dim kindle
#

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

primal wave
#

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 :)!

dim kindle
#

I also just spent maybe 30-40 minutes making a base look pretty lol XD

patent heron
#

How do I setup a setup a stationary machine gun nest to only open fire on a convoy that reaches a specific location?

acoustic yew
#

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

novel light
#

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

ebon jolt
#

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.

novel light
#

I found an option called captive mode in special states I think thats it

#

however it puts him to civilian side

ebon jolt
#

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.

patent heron
#

thanks i appreciate it

dim kindle
#

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 donโ€™t want them to stay still i just dont wont the wandering off. Any help?

deep sail
#

Stay on position

deep sail
#

How would I set it up. So motor's begin opening fire when the emeny reaches a certain point

acoustic yew
#

If thatโ€™s too complicated then give the mortar group a โ€œHoldโ€ waypoint followed by a โ€œFire Missionโ€ waypoint on the target. You can then set up a trigger with the โ€œSkip waypointโ€ type and connect it to the โ€œHoldโ€

deep sail
#

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

acoustic yew
acoustic yew
deep sail
#

I'm still new. So finding this stuff rather complicated atm

acoustic yew
#

The thing is you want to leave as little as possible up to the ai brain

deep sail
#

Yea. I'm currently trying to get them to use trucks correctly. They are rather. Awful

acoustic yew
#

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

deep sail
#

Do you know of a video for the above one you mentioned?

acoustic yew
deep sail
#

Oh that would be super helpful

acoustic yew
deep sail
#

You can dm me it if you like

odd knot
#

am i able to make afull mission in editor say you get dropped in a helicopter and join a convoy which gets ambushed

odd knot
#

how do i do it then

acoustic yew
#

it'll take some time and effort but it's doable

#

you'll have to break it down and figure out each part individually

odd knot
#

ah ok

acoustic yew
#

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

odd knot
#

i can make a convoy where they follow me in the lead vehicle

#

aight ill give it a go

dim kindle
#

How do I have a task complete when a unit is killed?

acoustic yew
dim kindle
#

Gotcha, thanks

acoustic yew
#

otherwise you can give it a โ€œKilledโ€ event handler if youโ€™re comfortable doing that

crystal narwhal
#

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.

acoustic yew
#

@white badger did you place an invisible helipad and set pilot AI to careless?

white badger
#

I didn't place an invisible helipad.

#

What does that do?

prisma oyster
#

it makes a preferred landing area for helicopters

white badger
#

Really?

#

I didn't know they were scripted to use them.

#

Thanks I'll try that ;)

prisma oyster
#

you can simply place the (invisible) helipad object from the editor and it will "attract" helicopters more easily yes ๐Ÿ™‚

acoustic yew
#

the aroma attracts them

compact sable
#

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

deep sail
#

Hi. Can someone explain the Placement thing in the command for Fire missions?

deep sail
#

In Attributes.. waypoint placement.
Placement radius
Completion radius.

Whats do they do exactly?

plain gale
#

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

deep sail
#

Oh so it isn't for arty shells placement ๐Ÿ˜ฌ

deep sail
#

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

wind raptor
#

How exactly are you creating the tasks and how exactly does it break?

deep sail
#

I was doing the triggers for the next one wrong ๐Ÿ˜‘

odd zinc
#

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...

small patrol
#

!code

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
small patrol
#

So, what's the purpose of it? If someone grabs a flightrecorder the trigger fires?

odd zinc
#

yep

small patrol
#

Also, did the trigger set to โ€œserver onlyโ€?

odd zinc
#

eh no

small patrol
#

The server is a dedicated?

odd zinc
#

yes

small patrol
odd zinc
#

ah that could be

small patrol
#

So, not sure what the trigger does (I assume it is a task related) but probably the easiest way is:

  1. if the task is not completed yet, and the player object picks it up,
  2. the trigger fires, the task is completed everywhere
  3. and it's not going to happen anymore
odd zinc
#

yes it is linked to a module with "set task state -> Success"

#

*synced

small patrol
#

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:

  1. detects if one picks it up locally
  2. detects if someone does it server side
odd zinc
#

ok... and then i sync them how to each other?

small patrol
#

Perhaps you need to do some script like publicVariableServer?

#

The idea is:

  1. Trigger 1 does detect the pickup
  2. Activates some code like task1Completed = true; publicVariableServer "task1Completed"
  3. The serverside trigger detects if task1Completed is true
  4. And the task synced to the trigger is completed
odd zinc
#

ah ok

small patrol
#

Or, perhaps you can just make one trigger that detects everyone's inventory from server side

#

Not sure which is easier ๐Ÿค”

odd zinc
#

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!

small patrol
#

Noprob' anytime

uneven leaf
#

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

little lantern
#

Do custom compositions store SQF init as well?

deep sail
#

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?

primal wave
#

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?

sinful zenith
#

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

primal wave
#

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...

primal wave
#

Oof, next question: how do I get the classname of a terrain decal object? cursorObject returns <NULL-object> in this case.

acoustic yew
#

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

cloud moss
patent heron
#

Ok I have a REALLY strange problemโ€ฆso whenever i try my slideshow it doesnโ€™t load and thereโ€™s no error in it at all(that i know of) iโ€™ve triple checked so many times but it just wonโ€™t load

#

And I also canโ€™t change the variable names

#

So idk if my arma is bugged or iโ€™m just dumb

acoustic yew
#

or is the code executed on the server?

cloud moss
#

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

acoustic yew
#

i might fire up a dedicated server and test it later

#

event handler locality confuses me

cloud moss
#

[...] locality confuses me
for me ;)

patent heron
#

like the module in eden

acoustic yew
#

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

patent heron
#

Thanks Iโ€™ll try that

#

Itโ€™s just so weird idk why it doesnโ€™t work

shrewd iris
#

Is there a way to track how many AI have died? Ping me if you have an answer.

deep sail
#

Is it possible to make the trigger for static weapons to hold fire untill a emeny crosses the trigger?

small patrol
#

Yes. setCombatMode to change the combat mode

deep sail
#

Like. SetCombatMode open fire?

small patrol
deep sail
#

Ughh I dunno how to get it to work

small patrol
#
turret setCombatMode "YELLOW"```
deep sail
#

Nope. No effect with the triggers

small patrol
#

๐Ÿค” What did you do

deep sail
#

Done it with 2 waypoints and a trigger

deep sail
#

Any reason why the triggers won't trigger when I'm in a vehicle?

prisma oyster
#

perhaps the trigger is set to unit and not vehicle unit, idk

deep sail
#

Is. That even a option ๐Ÿ˜ณ

prisma oyster
#

check the trigger option, I don't use them very often

deep sail
#

I'll mess around some more

patent heron
deep sail
patent heron
#

dm me the way you did

#

cause iโ€™m tryna setup an ambush typa thing

deep sail
#

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

severe aspen
#

Dose anyone know if itโ€™s possible to heal a player through the debug console?

prisma oyster
severe aspen
#

Thx

novel light
#

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?

last aurora
#

yes. don't shoot at the body armour.

novel light
#

my god thank you so much. I really appreciate this expert kind of assistance

last aurora
#

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

novel light
#

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

last aurora
#

soft tissue and head. that should be targeted

#

arms, legs

novel light
#

Ill let them know

last aurora
#

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/

novel light
#

thanks

last aurora
#

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

novel light
last aurora
#

๐Ÿ‘

dim kindle
#

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

snow dragon
#

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 ๐Ÿ™‚ Thanks in advance.

deep sail
#

Hello. Is it possible to get Friendly squads to spawn in after I pass a trigger?

wind raptor
#

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.

deep sail
#

Thanks

snow dragon
hollow gorge
#

PLSSS how do i get ai to use siren of car

patent heron
#

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

uneven leaf
#

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

lone depot
#

How Do I Manually Place My AI Team Into Separate Team Colors On The Editor?

#

Some Kind Of Unit Field

acoustic yew
dire geyser
#

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

dim kindle
lone depot
#

Thank You

hollow gorge
#

Plsss how do I make AI use siren

cloud moss
#

or what kind of siren do you mean?

hollow gorge
#

Lightbar and siren as in sound

cloud moss
prisma oyster
#

say would be better actually (it would follow the vehicle)

cloud moss
#

not say3D?

prisma oyster
#

say is not say2D ^^
it picks depending on if in camera mode or not
but you can "force" say3D if you want yeah

cloud moss
#

we could use a comparison table about all the sound options on the biki

prisma oyster
#

nah

#

lazy

#

๐Ÿ˜„

dire geyser
viral axle
#

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.

lament flame
#

like that it shows on the map or what do you mean?

wind raptor
#

@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.

orchid gulch
#

Anybody knows whats the resolution of "class Land_TripodScreen_01_large_black_F"?

#

Its the rugged large screen

small patrol
#

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

orchid gulch
#

Thx

deep sail
#

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?

abstract cove
#

(group this) setCombatMode "RED"; What is wrong with this code. If I put this in a group init it won't work

glass hazel
abstract cove
glass hazel
#

yw

deep sail
#

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

prisma oyster
#

still have a (minimal I believe) impact

โ€ฆbut why?

deep sail
#

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

prisma oyster
#

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

deep sail
#

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?

prisma oyster
#

if you are worried about this, you can use the integrated garbage collector system

deep sail
#

๐Ÿ˜ณ

#

Explain more

#

DR. House ๐Ÿง ๐Ÿง

prisma oyster
deep sail
#

Interesting

#

Hopefully there's a video about it

#

Thanks Lou

abstract cove
#

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.

prisma oyster
#

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

deep sail
#

Is there a way to give spawned units Tasks? ๐Ÿ˜ฌ I was playing around with it. But didn't see a way to do it

shrewd iris
#

During a scenario civilians will randomly spawn in vehicles. I have a feeling its a mod but I'm not sure which one.

deep sail
#

Remove mods until it stops

deep sail
#

๐Ÿ˜ฎ that looks complex

#

Ughh yea. Spawning units in my way is alot easier than that ๐Ÿ˜ฌ

#

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??

wind raptor
prisma oyster
#

I see task, I gib task
but yeah waypoints indeed ๐Ÿ˜„

deep sail
#

Dang. That looks tricky

wraith saddle
#

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

vestal perch
#

No easy ways for that.

prisma oyster
#

a getin EH with setDamage 0 ?

#

with ACE method in there if ACE ofc

wicked phoenix
#

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?

bronze peak
#

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.

wicked phoenix
#

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

#

So many channels in this DC lol

deep sail
#

Can Alive check. Work for all emeny units in a Capture point. And when they all dead get your task to complete?

prisma oyster
deep sail
#

Ah I see

deep sail
#

Respawning works in single player aswell?

prisma oyster
#

not natively no

#

it is emulatable by script and event files

deep sail
#

Oh dang

#

I could just make everyone playable?

prisma oyster
#

that would mimic Team respawn yes, thanks to teamswitch

deep sail
#

Happy days cheers

deep sail
#

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

vestal perch
#

have you verified the triggers work independently?

#

like for example if you set them to be used by radio commands

deep sail
#

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

vestal perch
#

hide thing?

deep sail
#

The module hide/show

shrewd gull
#

how can i make a thisAddaction activate a player's animation? (multiplayer so not local ig)

prisma trench
#

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?

patent heron
deep sail
#

How is garrison ment to work?

rose copper
#

Ai goes into buildings

deep sail
#

Ah so it might not work that well on a modded map?

rose copper
#

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

deep sail
#

I placed a waypoint into one. But unfortunately only 1 units actually went into it

rose copper
deep sail
#

Ohh. I used the waypoint lol

rose copper
#

Yeah waypoints arenโ€™t 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

deep sail
#

Soo much to learn. ๐Ÿ˜ตโ€๐Ÿ’ซ

rose copper
#

Yeah I consider myself a newbie as well

#

Most interesting addons in modules are made through ace and cba

deep sail
#

I've only Cba. I didn't really like ACE

rose copper
#

Sooner or later I guess youโ€™ll need ace

#

ACE and CBA are like the ground for nearly everything

deep sail
#

I shall cross that bridge when it comes to it xD

tidal kiln
#

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?

rose copper
tidal kiln
rose copper
#

Maybe you can do it with that zone restriction stuff although Iโ€™ve never tried how thatโ€™s working. Maybe zone restriction + trigger for the area could work but not sure

#

โ€”โ€”โ€”โ€”โ€”
Anyone may help me?
I am trying to create several spawnpoints that should be activated via different Triggers. How am I gonna do that? Iโ€™ve tried around but in general the spawnpoint is being possible to be chosen from the beginning and I donโ€™t want that

rose copper
tidal kiln
rose copper
#

Doesnโ€™t really seem to be what you are looking for

tidal kiln
#

ok, thank you anyway

rose copper
#

Yeah sorry I couldnโ€™t help

#

โ€”โ€”โ€”โ€”โ€”
Anyone may help me?
I am trying to create several spawnpoints that should be activated via different Triggers. How am I gonna do that? Iโ€™ve tried around but in general the spawnpoint is being possible to be chosen from the beginning and I donโ€™t want that

primal wave
#

You can of course attach logic objects and spawn points to objects.

rose copper
#

I as Mission maker know where the spawn points will be but the player should get a mission like โ€žgo to xy and kill everyoneโ€œ and when he does that he does not only get an information like โ€žgreat you killed everybodyโ€œ but also the information โ€žyou activated a new spawnpointโ€œ and that that spawnpoint is being able to use from that point on

cloud sparrow
#

Are you using BIS respawn position?

rose copper
#

Im not sure not gonna lie. Itโ€™s called โ€žrespawn positionโ€œ and if Iโ€™m with the cursor on it itโ€™s named ModuleRespawnPosition_F
Itโ€™s not from any mod so seems to be vanilla ArmA stuff

primal wave
#

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.

rose copper
#

Meh

#

Where do I put that script into? A trigger?

primal wave
#

Yeah. The onActivation field. May I refer you to YouTube for a visually aided guide?

rose copper
#

If there is an easy one. Iโ€™ve never got into scripting and I donโ€™t really like it but if there is no other possibility I guess I need to get into it

clear bough
#

Hi, any one tell me how to use simplex support module for only one Unit in coop mission

vague sundial
#

How can I make the vehicle_respawn module remember the vehicle's original health/ammo etc on respawning the vehicle?

primal wave
dim kindle
#

could anyone help me with boosting rpm of the weapon
i'm using this command

    _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
}];```
dim kindle
#

and i don't know how it works

prisma oyster
dim kindle
#

alright

woeful bane
deep sail
#

Is there a way of making your guy able to take alot more damage than normal? Like plot armour?

rose copper
woeful bane
woeful bane
#

I found it, key "O" will show this timer. Thank you for help.

deep sail
#

I'm so bad at scripts

acoustic yew
#

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

deep sail
#

I'm just not sure how to fill this one out

calm forge
#

is there a way to increase setacctime in edin editor spectate mode

acoustic yew
calm forge
#

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

vestal perch
#

@calm forge are you talking about eden or zeus?

#

as nothing happens in eden, everything is static

dim kindle
#

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

small patrol
#

What are you looking for? Because โ€œbuilding tutorialsโ€ really doesn't make sense

prisma oyster
#

mission building tutorial I suspect

neon rock
#

How do I stop VTOL ai from overshooting the landing zone?

calm forge
small patrol
#

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

rose copper
deep sail
#

It seems all my tasks have suddenly decided to fuxking break for no reason

regal marsh
#

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!

small patrol
#

getPos this, 2
Remove the comma

#

@regal marsh

bronze marten
#

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

primal wave
bronze marten
#

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

#

?

primal wave
#

Anyways you could tie an item check (in a trigger or Event Handler) to connecting the terminal to all UAVs via forEach.

bronze marten
#

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?

bronze marten
primal wave
primal wave
small patrol
primal wave
#

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.

patent thorn
#

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

bronze marten
#

Iโ€™ll just remove those cars and hopefully itโ€™ll be back to normal

deep sail
#

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?

prisma oyster
#

a bit, but view distance is the main one

deep sail
#

Where is that option?

prisma oyster
#

setViewDistance, through scripting

deep sail
#

๐Ÿ˜ตโ€๐Ÿ’ซ

plain gale
#

Just create an initPlayerLocal.sqf file in your mission folder and add setViewDistance 1337;

#

Easy as that.

deep sail
#

I've no idea how to do that part ๐Ÿ˜ฌ sqf

deep sail
#

Wouldn't happen to know if 3Den editor has view distance built init

plain gale
#

If you use 3den Enhanced

deep sail
#

Yea think I've got thay

plain gale
#

In the Environment settings you'll find it

deep sail
#

Sweet what do u recommend?

#

I set it to

plain gale
#

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

deep sail
#

Yea. Never played with this stuff before so don't really have a starting point xD

#

Thanks for the help ๐Ÿ˜

deep sail
#

...
Anyone know how one would get a slowly moving camera going over a town with text that explaine the current situation?

prisma oyster
#

yes

deep sail
#

๐Ÿ˜ณ

#

All that just for a camera

prisma oyster
#

yep

deep sail
#

Time to play around with 3den enhanced

viral axle
#

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)

primal wave
#

But I don't have any experience with it, myself.

viral axle
#

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?

primal wave
#

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 ๐Ÿ™‚

round meadow
#

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

primal wave
#

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)

round meadow
#

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?

prisma oyster
deep sail
#

Is there a none cheating way to make night time abit brighter. My guys don't have access to NG or flashlights

bronze peak
#

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.

deep sail
#

Ah the good old moon. Time to playing around with that. Thanks

prisma oyster
#

that or setApertureNew too ๐Ÿ™‚

deep sail
#

Also.. do you know of any indoor lights ?

prisma oyster
deep sail
#

Ah cheers Dr house

#

Last question. Ya know how to upload a group of missions to the workshop so it's like a campaign?

prisma oyster
#

well, tbh I don't know how to upload a campaign to the workshop, but I know how to make a campaign

bronze peak
#

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"

deep sail
#

I could just number them. Would be easier lol

prisma oyster
bronze peak
#

Yeah!

deep sail
bronze peak
#

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.

deep sail
#

I spend 4 days working on a single 20 minute mission

bronze peak
#

Yeah, that sounds about right.

#

Ballpark for a 3 hour Zeus mission, for me, is like 10-20 hours in Eden.

deep sail
#

Sad thing is though. I know where everything is so it isn't as fun lol

cloud sparrow
#

Sounds about right, around 2 years for 6 mission SOGPF campaign harold
And there was 2 of us working on it. And the ideas were written beforehand.

bronze peak
#

True. It can get pretty funky when you plan out a mission perfectly and then the players just do something else

bronze peak
#

Also, the vast majority of my mission is Zeus-controlled, SOGPF campaign is completely self-sufficient.

cloud sparrow
#

Yeah, no zeus, coop missions are pain and suffering.

bronze peak
#

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.

cloud sparrow
#

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.

bronze peak
#

Then again, I can spend time on world building and make the whole place feel lived in.

prisma oyster
#

WASD, same as in MP ๐Ÿ˜‹

deep sail
#

I'm just doing single player

bronze peak
#

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!"

deep sail
#

The worst thing is working with the AI ๐Ÿ˜–

cloud sparrow
#

It's bad, but the worst is working with players and accounting for their actions pepe_laugh

#

|| AI vs AI missions FTW! Kappa ||

deep sail
#

Also scripting is tricky ๐Ÿ˜ฌ

#

But for best explosion effects. Fuel trucks are fun xD

bronze peak
#

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