#arma3_editor

1 messages · Page 59 of 1

bronze peak
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And that's the creative bankruptcy, I can't push through adversity most of the time unless I get that inner push, but when I do there might as well... Well, you're not shrinks, no need to bother you with my stoopid.

prisma oyster
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I like to take a very simple, seen a million times idea, and make my very good version of it
or at least plenty of little details, easter eggs, ambience scripts, etc

deep sail
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I pick a point. Then sort of advance from there

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Like a big invasion.

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But WW2 Street fighting with bolt action rifles is super fun for me atm

prisma oyster
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M1 *pling* intensifies!

deep sail
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@bronze peak try writing out your ideas. From that point you pick. What do you want to do after that? Are part of a larger conflict ect

deep sail
bronze peak
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No. 4 Mk. I is my personal favourite.

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Feels like it has more character than M1

deep sail
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When making a mission. A story line helps alot

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I'm on atlis atm. Because the AI seem to do better on it. But I'm doing a ww2 alternative history type thing

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If in doubt keep it short and sweet.

But that's my take on it

bronze peak
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I no longer do WWII because I'm in a WWII unit. I get to actually play that. Buuut, I like the '80s. Currently inspired by Cold War Crisis.

deep sail
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Yea I'm heading that way next. I miss helicopters 😆

austere lichen
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Do anybody know how you can have like belt of mashine gun ammo, is that mod or what?

bronze peak
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Define belt of MG ammo. Like, an item in the inventory, or...

deep sail
#

A gun with belt feed hanging out?

austere lichen
austere lichen
bronze peak
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That'll be a mod.

austere lichen
#

look i'll send you

bronze peak
#

Mod.

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Also I need to disable DMs off this server apparently...

dim kindle
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Is there any way to make the 9P129-1M missile launcher vehicle (see attached image) fire the missile at a random target without using scripting or anything, ideally just triggers? Any help would be great.

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nevermind can't attach images.

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It's the russian missile truck from RHS that has the huge V2 style missile. I've tried an artillery command but it won't fire.

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Disregard. I missed the waypoint in the editor.

acoustic yew
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Did you mean a random target or a target that the players won't anticipate

dim kindle
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But I found the waypoints under RHS Special Waypoints and thats doing it perfectly

neat robin
#

Can I get some help with adding custom sounds to a mission with ace

deep sail
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Can you get the AI tanks and ships to shoot at some pacific point?

acoustic yew
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fellas

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what's your methodology for making a unit get out of a static weapon if they are attacked by a player

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only thing I can think of is a trigger with knowsAbout

acoustic yew
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this && (thisList findIf {(turretMan knowsAbout _x) > 0}) != -1


doGetOut turretMan;

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is there a simpler way than to put this on a player-activated trigger behind turretMan?

rose copper
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How to set a helicopter waypoints so that the helicopter goes on a lower altitude before letting his people fast-rope into death?

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I was using

Move (waypoint) -> FastRope (waypoint)

primal wave
rose copper
primal wave
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Hm. I don't know what mod or script is providing the Fastrope mechanic. I'd ask them for more detailed tips.

abstract cove
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I use a custom unit spawner for my missions, there is an option to apply a code to the group leader when group spawns

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("_this") represents group leader unit. ex: (group _this) setBehaviour "STEALTH";

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How can make all spawned units playable - "addSwitchableUnit" or "setPlayable" I tried (group _this) addSwitchableUnit; but it is not working

unborn dust
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If i download community mods can i use them in the editor?

cloud moss
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yes

deep sail
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What would bombs names be under in the config?

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So I can get force fire to work

unborn dust
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how do i download the mods? do i just subscribe to them

summer shore
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Is there any command in Arma that you can put in Init of building to lock all doors? It's possible on vanilla buildings, but I need to lock doors on custom buildings that don't have said option in Init field.

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Nevermind, just found BIS_fnc_door, gonna see if that works

acoustic yew
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or currentWeapon

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I don’t know how it works with aircraft but generally you can put one of those commands in the console and have it return the muzzle

deep sail
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Yea doesn't work. Only shows up the machine guns

deep sail
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_allTurrets = "C_Offroad_01_F" call BIS_fnc_allTurrets; // []

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found that. no idea how it actually wokrs

acoustic yew
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Have you already tried setting them to “Careless”

acoustic yew
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this will work with objects

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There isn’t a gray one on the left?

acoustic yew
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I use Zeus enhanced

deep sail
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Ugh I dunno can't get this working

hardy solstice
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can i use

count AllPlayers >= x;```

In a units condition field?
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ive probably formatted it wrong

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and im assuming < would mean less than

buoyant yoke
unborn dust
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How do i make a npc stand still in the editor without running out of building and chasing me

buoyant yoke
unborn dust
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thanks

buoyant yoke
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If you don't want the NPC to turn, then you can change "PATH" to "MOVE".

frail fulcrum
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how do i make it so that in Ace medical a certain ai can go into downed but not dead?

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I am trying to do a VIP but we have it so AI die rly easy and i need him to... not

hardy solstice
unborn dust
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How do i make it so i can capture someone with their hands up and to follow me

unborn dust
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i cant find one that works

unborn dust
#

How do i revive a team member?

deep sail
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Does anyone know of like a Rail system. Where u can plop down waypoints. And the Drive 100% follows that route

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Driver of the vehicle

shrewd gull
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how do you make the support requester modules work in mp? it doesnt work for some reason

deep sail
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server only?

halcyon pecan
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Hey there, i need to translate the 3d vectors from vectorDirAndUp to angles just like in the "rotation" attribute of an object. I found a function called BIN_fnc_vectorToEuler which could solve my problem, but its part of the contact DLC and i guess inaccessible. So does anyone know how to do the math or can give me a function that works? Greetings

shrewd gull
prisma oyster
shrewd gull
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oh

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fair

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well its like hosted by going into friends clicking host server and selecting internet idk how to expali nit

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but support requester wont work

meager kayak
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Hello, how can i make AI more communicating ?
I would like for exemple, if one group is attacked somewhere, they can call other group far away for help
I do have lamb danger but even with the radio system they dont call each other

what i want to do :
Its on a small island
players have to go there for some reason
on the island there is OPFOR patrols
if one of them is attacked, they call the other patrol for help

any idea ? thanks

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because for the moment
if i attack a squad, the other one can HEAR the gunshot, but they dont moove their ass, so stupid..

vestal perch
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Triggers

bronze peak
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CLAfghan

meager kayak
vestal perch
small patrol
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If one of the groups detect you, it alerts every groups. There's a need of some scripts. Also, no crossposts

meager kayak
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is that polpox from the mod ???? hahaha

Also, what is crossposts ? sorry for my english

small patrol
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Same topic, multiple channels is prohibited. Which is crosspost

meager kayak
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OH okay, i post that one and then i saw a channel about IA so i thought it was a good idea but no problem

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by script i know how to do the " set bahaviour " but it wont call the AI on site, it will just put them on combat

small patrol
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doMove perhaps

meager kayak
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can the position be an init name?

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like unit1 doMove unit2

small patrol
meager kayak
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Oh okay thanks

drifting raptor
shrewd gull
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how can i disable wind when the supply drop support module is called and dropped, then turn it back on when it lands? its very annoying when the crate drifts 200 meters but i cant find a way to get it to disable

prisma oyster
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scripting

old smelt
craggy thicket
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in the editor, can i change things with running sqf on them somehow?
say i often want to put a specific loadout to a unit
so instead of putting the loadout setup in a script file and calling that script with [unit] execVM "thescript.sqf" in said units init, i execute that sqf in the editor so that in the end i have that loadout saved in the scenario

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the point here is that i dont have to click a million things every time all over again

prisma oyster
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or create compositions with already equipped units

craggy thicket
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hmm

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essentially i want to execute sqf so that it edits the scenario for me

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say i want to map each altian english voice MaleXYGRE to MaleXYENG for each unit that has been placed down in the editor

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i can of course do this by calling a script at the start of the scenario

craggy thicket
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yeah those look like the things what i was after

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thanks

prisma oyster
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but I don't think you can set the loadout through Eden commands

craggy thicket
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yeah it doesnt seem so

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but i can do at least part of the things i want to do with these

cloud sparrow
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you set it via standard inventory manipulation commands.

prisma oyster
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aaah, noice

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@craggy thicket ↑

craggy thicket
magic matrix
#

Does anyone know how I can add quests to my Altis Life RP map made by tonic? I want to give some action over there
when i put armed boot on mada with their functions they appear without weapons, unequipped

prisma oyster
deep sail
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I'm so confused

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I put a tank squad 1sts waypoint. Then made it so it's combat. But they still use the road

jovial sorrel
deep sail
past sun
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For infantry, we see this case because they tend to look for covers and there is not much cover on the roads for obvious reasons.

tacit nexus
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Oké what is the best way to paradrop I have rhs and fow and ifa3 don't know which 1 has the static paradrop way point. They just move move move then when it's the drop way point they will just do nothing do I need a script?

prisma oyster
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yes

tacit nexus
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Oké so way points suck ass what is the best script or were can't I find it

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Dochter house

primal wave
tacit nexus
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I already did it but I saw that there are al least 6 different 1 so don't know which 1 is the best and can't test right now

deep sail
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So I've q squad of tanks. With some move waypoints set to combat. But they constantly keep going over and using the roads. And getting jammed up

round meadow
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Is there anyway to increase the sound of the effects played by a trigger?

primal wave
primal wave
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I've got a question of my own:

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Could anyone recommend a good McGuffin (cargo thing) such as the East Wind device, that's about half the size 😅 . Mod or DLC.

primal wave
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Hmm. 🤔 Of which mod?

acoustic yew
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tfar and maybe rhs has them i think

primal wave
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Some dramatic presention (like the East Wind device) would be nice. OK.

acoustic yew
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slap some props together and make one ig

primal wave
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Bright yellow user texture with blue lightning symbols 😅 .

acoustic yew
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i'd throw suggestions your way but you havent given context

primal wave
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Sure thing. Am designing a coop mission. The objective is to transport a McGuffin device to close a "portal" (read: a graphic effect by AliasCartoons in combination with Haleks' Remnants). Players need to coordinate picking up an amphibious transport and a truck loaded with the MacGuffin, then cross a river, and "activate" the MacGuffin device at the "portal".

The only well supported amphibious ViV transport that I could find was the RKSL LCAC. And it won't transport anything larger than a Prowler/Qilin.
So I can't use an HEMTT with an EastWind device. Which means I have to think of something else that looks Sci-Fi to attachTo a small vehicle, to serve as my MacGuffin.

acoustic yew
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have you considered resizing the device?

primal wave
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I have not. Ironically I was just fiddling with resizing the "Special Measurement Device" from Contact. But I'm afraid what attachTo will do in ViV 🤔 . Let me try your idea.

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Wai-wait. setObjectScale of course only works on simple objects. So I can't expect my vehicle to work (in Multiplayer) with that command.

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Going to try attaching a scaled object now.

acoustic yew
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simple and attached objects

primal wave
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Ah, we were thinking same thing. I'm just lacking caffeine.

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Well, just tested the attached, rotated, and scaled object (must be in that order). The prowler drives. It loads and unloads ViV. All checks out in local multiplayer. A 10x scaled Special Measurement Device looks pretty rad too, with the flashing microchips.

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You wouldn't happen to have any experience in using setObjectScale on Dedicated, would you?

acoustic yew
primal wave
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You believe it's sufficient simply call it in the object* init field? I mean, I can't imagine the drawback of the commands repeating with JIP 🤔.

acoustic yew
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you may want to test it yourself, but the setObjectScale page indicates that it has a global effect. You should only have to run it on the server.

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So long as the object was created by the server

primal wave
acoustic yew
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so you should be good

primal wave
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Thank you for the advice and letting me bounce ideas off of you sir. This saved me a lot of time.

acoustic yew
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lmk how it goes

pure marlin
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anyone know how to do checkpoints like in old man?

finite sandal
prisma oyster
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not sure it is in the data (but it might?)

small patrol
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IIRC it is available as only a part of the soundtrack

median vigil
finite sandal
prisma oyster
finite sandal
tough talon
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anyone found a good lun-class ekranoplan model?

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The only references to ones I can find are abandoned projects, and the "legacy of the cold war" mod that's super, super dead and no longer works.

vestal perch
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you proabably need to make one yourself

pure marlin
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how do i add mission parameters to my scenario? like in antistasi where you can change a bunch of non-vanilla settings from the choose slot screen

pure marlin
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thx

flint cedar
pure marlin
# acoustic yew https://community.bistudio.com/wiki/Mission_Parameters

how do i use paramaters to control things? for example i have a timer script saved in the mission root as timer.sqf that if the show_timer parameter is true it will trigger, displaying a timer on screen. i just don't know how to get the parameters into that script to see if it the timer should be on or not

acoustic yew
pure marlin
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man its a pain not being able to paste screenshots directly here

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actually i forgot i could just

#
author            = "AeternumFX";
onLoadName        = "Dictator Overthrow";
onLoadMission    = "A tyranical dictator has taken control of altis. Many wish to put an end to his reign but will they succeed?";
loadScreen        = "images\loadscreen2.paa";

class Header
{
    gameType =  Coop;    // Game type
    minPlayers =  1;    // minimum number of players the mission supports
    maxPlayers = 10;    // maximum number of players the mission supports
};

class Params
{
    class difficulty_setting
    {
        title = "Difficulty (effects spawn rate of weapons, random encounters, enemy difficulty and more)";
        texts[] = {"Easy","Hard","Impossible"};
        values[] = {0,1,2};
        default = 0;
    };
    class show_timer
    {
        title = "Show Timer";
        texts[] = {"True","False"};
        values[] = {1,0};
        default = 1;
        file = "timer.sqf";
        isGlobal == 1;
    };
};```
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and for my timer script currently i have

if (show_timer > 0) then {

_initialCountDown = [60] call BIS_fnc_countDown; 
 
addMissionEventHandler ["EachFrame",{hintSilent format["%1", [(([0] call BIS_fnc_countdown)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]}];

}```
eventually i wanna have it look a lot better and actually count up but this is just to get it working
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i just don't know how to use the set parameter in other scripts outside of the description.ext

past sun
pure marlin
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and the isGlobal should have been one = but my keyboard keeps double typing, its really annoying

past sun
pure marlin
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aaaaah makes sense now, thx

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so if i was passing multiple values i could select the second one with select 1 and so on

past sun
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yes, but there is not much point in doing that for this particular case.

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Im talking about class Params case...

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you just need to find out which one is used and for that you do not need multiple "values" to figure out.

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however it is done like this because also in other places, that is how we receive arguments to our functions.

pure marlin
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yep, just good to know if i need to pass multiple values to another script for another reason

past sun
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you shouldnt need to... as your objective in class Params is figuring out which option is chosen.

pure marlin
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yeah in this case there is no point

past sun
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if you need multiple values, you would simply store them in your script and value would simply be a way of knowing which batch of values in the script you would use.

distant oasis
#

How do I set up ACE fastrope for AI?

jovial mural
#

I made a mission and when I play it on editor is ok but when I do it hosting server my screen is black. I can open map and go zeus but its all black

#

can someone help ?

median vigil
primal wave
#

Does anyone have experience with vehicle respawn for UAVs (drones)? Issue is this:

When synchronizing the respawn module to a UAV, it will respawn, but facing straight down and engines off. The UAV has an AI crew. If I manually reposition it as a Zeus, then it will orient correctly, and fly ahead with engines on.

I got advice to use respawnVehicle. This command does not respawn UAVs, and also does not give errors. I "fixed" my problem by adding several expressions into the respawn vehicle module:

(_this select 0) setPosASLW [something,something, 600]; 
(_this select 0) engineOn true; 

Which sort of works: the UAV will now respawn diving down like the Millenium Falcon, pitching up at the last moment. Command setVectorDirAndUp has no effect.

What's going on?

plain gale
primal wave
plain gale
#

too bad

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What about adding a waypoint to it?

primal wave
# plain gale What about adding a waypoint to it?

Interesting idea. Entering group (_this select 0) addWaypoint [[1 km away,1 km away,600], 0];
In the module does set a waypoint on the respawned UAV, but it still is pointing straight down upon respawn.

#

Mind you that besides looking ridiculous during respawn, the "engineOn" trick and very high placed respawn point does work.

mental flare
#

is there anyway to shape the terrain in editor mode?

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or do i need a mod for that

vestal perch
#

you want different kind of terrain, you have to make it from 0

mental flare
#

oh

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thanks

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🙏

tacit nexus
#

What are some defensive positions and or trenches you all comenly use I maybe get some inspiration

lapis hedge
#

Are there any mods for Ukranian soldiers?

dim kindle
#

I want to make AI fire it's own Artillery, without scripting.

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But idk how.

deep sail
#

Hey is anyone use the Spawn Ai group stuff that comes with Arma 3 helicopters?

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I just not sure how to get the spawn groups to go to a certain location

deep sail
#

Please halp

primal wave
# dim kindle I want to make AI fire it's own Artillery, without scripting.

On flat terrain, within 300 meters, if a mortar sees an enemy, then they will open fire.

For all other situations, I'd recommend you place triggers with this in their onActivation field:

_mortar commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 3];

Where _mortar is the variable name of the mortar. And _somPos target position/Eden coordinates. Even then you may have to fiddle a bit with positioning the mortar correctly. Just how it is.

dim kindle
#

Does anyone need help with scripting a helicopter crash?

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Is drongos a useful mod?

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Is there anyone way to force a ai aircraft to drop bombs then rtb and despawn?

primal wave
#

I read good things about it. Have not used it myself. Error pop ups and mods interacting make me itch 🤔

#

@dim kindle

dim kindle
#

alr

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I am gonna first download the artillery support thing, after that just download all of it

primal wave
dim kindle
#

There isn’t a way to stick it on

stark iris
#

Does some one know if it is better to use Hide Terrain Objects or to use Edit Terrain Objects modules to hide stuff in regarding performance?

dim kindle
#

I just use edit and destroy it

wispy lake
#

Trying to do a tp pole between 2 ships, having the issue of being under the ship after TP. I know there is a fix for it but I cant remember what it was

frigid zealot
stark iris
frigid zealot
frigid zealot
#

Question

I've been experimenting with Tasks, Set Task States, etc in the editor. More specifically, the modules rather than the scripts. In SP or LAN MP, the Tasks work as intended. But on a Dedicated Server, they are assigned but cannot be completed after their triggers have been activated. Forums suggested selecting the Server Only option in the triggers themselves, but the Tasks completion is still bugged. Anyone have any experience with this?

frigid zealot
primal wave
frigid zealot
pure marlin
#

any way that i can delete all objects synchronized to my trigger?

past sun
pure marlin
#
{ deleteVehicle _x} forEach synchronizedObjects objects;```
was so close lol
#

thx

heady turret
#

is there a way to hide tasks until they activate?

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i'm trying to make an ambush

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so they have a set task, drive to a certain location

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but when they step inside a trigger, a task that isn't visible on the map until it gets assigned, appears

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is there any way to do that?

primal wave
heady turret
dim kindle
#

How do you make ai helicopters do a airstrike while in the Zeus-editor

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Because all my helicopters do is just hover around it, they don't fire anything.

jovial mural
#

Does anyone knows any mod like Alive ?

karmic fjord
#

Random question; quick Google search says no, but is there any way to set the turret direction of an empty vehicle in editor?

I'm looking to set up a composition on top of an abandoned vehicle for a post-apocalyptic campaign I'm running, including some stuff on top of the turret; but if I set it up and then have to turn the turret, the composition will be off.

Any suggestions?

bronze peak
#

I believe you can attachTo a "bone" and thus have stuff be attached to the turret, not the hull.

karmic fjord
#

Is there any way to find out more information about that? I don't see anything obvious on the attachTo wiki page, and I don't know how to find the right bone in a vehicle/object

#

it's worth noting that I'm an absolute moron when it comes to scripts, I have to copy-paste everything with very obvious instructions to make it work

bronze peak
#

Example 2 on the page is basically what you need.

#

Possibly couple it with setVectorDirAndUp as shown in example 4, but that is for when you actually attach things.

#

You may need to adjust the name of the memory point, as the one in the example is "gun muzzle" which may or may not be what you want, and may or may not be present on the exact tank you're using.

#

I'm not entirely familiar with how this stuff works, exactly. Defining individual bones like this is something I haven't yet gotten to in my own configs.

#

In fact, I believe it is a part of the model itself rather than the config.

scarlet surge
#

I might be missing a obvious solution:
Is there any way of opening a saved mission directly in the editor?
Right now its open editor, select map, get dropped into empty mission, open saved mission.

past sun
scarlet surge
#

Yeah I know about that one, thanks. But doesn't that directly open the editor?

#

after launch I mean

past sun
#

Yes. Do you ask for one where it opens last saved mission upon launching the editor from main menu?

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If so , I doubt there is a way sadly.

scarlet surge
rose drift
#

may I ask how to use "set ammo module"?

prisma oyster
karmic fjord
#

I'll give it a try

scarlet surge
#

anyone know of a mod that gives you an "axe" or weed wacker that hides foliage/trees on servers?

#

the current work around of placing down "hide terrain objects" via zeus is not ideal.

primal wave
vague sundial
#

helo setHit ["HitVRotor", 1]; helo setHit ["HitHRotor", 1]; helo setHit ["HitFuel, 1]; helo setHit ["HitAvionics", 1];
missing ] ...?

formal muralBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
acoustic yew
#

you can loop it

#
{helo setHit [_x,1]} forEach ["HitVRotor","HitHRotor","HitFuel","HitAvionics"];
#

as for your error, you are missing a quotation mark after HitFuel

vague sundial
#

oh wow @_@, thanks @acoustic yew

quasi burrow
#

hi yall

#

how would i go about deactivating and activating respawn points when a task is completed

quasi burrow
#

Okay, so I got it to activate a respawn when a task is completed

#

But how would I remove one?

harsh rune
#

Every time I try to hover over a unit, the mouse cursor won't show directly on it

quasi burrow
#

any time i attach a trigger to a respawn position, the respawn positions disappears

quasi burrow
#

Thanks bud, but doesnt exactly solve what I’m trying to do

#

All the spawns are enabled for opfor at the start

#

As blufor moves in and completes objectives, the closer spawns are supposed to be disabled as blufor gains closer spawns

wind raptor
dim kindle
#

In that zeus mod, I saw people double clicking on units so that they can auto-play as them and as they die, they just continue in the zeus-editor. How do I do it?

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If I double click on it nothing happens.

bronze peak
#

"That Zeus mod"?

#

Do you mean ZEN?

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I believe you hold CTRL and double click.

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It's one of those things that I do subconsciously now.

fresh sapphire
#

Hi everyone,I just had a question about like, making something happen with a trigger. I'm using the alias night FX mod, and I just want to get one of those modules to fire at a certain point, would anyone have any suggestions about how to do that?

bronze peak
#

Probably a function attached to it...

#

I'd try syncing it via right click to a trigger.

fresh sapphire
#

I hoped it would be the simple, but, the effect still plays with out the trigger being triggered hahah

#

I was wondering if I could make it false. Then turn it true with a script, but I guess that doesn’t really work?

quasi burrow
deep sail
#

Just wondering is it possible to play as one person then at a certain point. Be switched other to another person from a different faction?

prisma oyster
deep sail
#

Automatically?

prisma oyster
#

…?

deep sail
#

That would switch me over automatically with a trigger?

prisma oyster
#

well yes, that's what it does

deep sail
#

Dropped my crystal ball

prisma oyster
wind raptor
# quasi burrow I have zero idea how to script how would I apply these exactly?

For instance, you can add a respawn like so ...

MyRespawn = [opfor, "My Respawn Marker"] call BIS_fnc_addRespawnPosition;
```... and remove it like this ...
```sqf
MyRespawn call BIS_fnc_removeRespawnPosition;
```... as needed.
Since you mentioned multiple respawns, you will also need to use multiple variable names (of your choice) instead of `MyRespawn`.
#

The code can for example be executed as the On Activation expression of a trigger. This makes sense for removing captured respawn points.
For adding all the respawns on mission start, I recommend using the initServer.sqf file. You can learn a little more about script files and scripting basics here: https://community.bistudio.com/wiki/Introduction_to_Arma_Scripting

harsh rune
#

There a way to stop looping animations to where they are dead?

dim kindle
#

Anyone with Drongos Artillery experience - How do I get Cruise Missiles to work? They don't show up in the menu. Any help would be appreciated.

primal wave
lusty kite
#

Quick question, is it possible to spawn just a part of a vehicle?
I need the "Tochka" from the Russian artillery from RHS to roleplay a nuke on the ground, but obviously it comes with a whole vehicle. So can I somehow take it and put it on the ground trough a script or something as a standalone part?

deep sail
#

See if there's a prop @lusty kite

#

Or a big wooden box

lusty kite
#

there is no prop (or at least in the mods im using) but I dont want to download more mods. I will work around it somehow.

signal ginkgo
#

Anybody know of anything close to the ambient animal, civilian, and military modules like from ArmA 2? Those were so easy to do just practically plug in and play.

halcyon acorn
#

Used 3den Enhanced to rescale some objects. when I publish the scenario and subscribe to it and run it , the objects are back to original size. any ideas?

woeful raptor
#

OK, here goes.

#

I have a ammo crate that I want to spawn in to the mission. By default it is chucked full of weapons and ammo, far to much for the type of scenario. I only want a few random supplies, a couple of weapons and a bit of ammo.
What I did was take that ammo crate and in Editor/attributes changed the equipment storage to suit my needs, saved it as a composition.
In the mission wheer I want to spawn this crate, how can I tell my scrpt to spawn this saved composition?
Do I have to give it a special name that Arma recognizes? Here is the line that I want to change
[["German_CP_Supply","CUP_RUSpecialWeaponsBox"], [-7.49219,0.679199,-1.12756], -254.995],//CUP_GERBasicWeapons_EP1
The "German_CP_Supply" is what I want instead of the original which is //"CUP_GERBasicWeapons_EP1"
I made a variable name (German_CP_Supply) in the attributes of my composition but I sense I need to tell the init something but I don't know what

#

maybe I should ask in the scripting section?

amber talon
#

hey, how would i use a group in place of an object? as in, i don't want to do 15 lines of the same code for 15 units when they are already grouped together. im trying to disableSimulationGlobal a group of units when a player spawns, then enableSimulationGlobal when the player reachs a trigger

wind raptor
#

You can assign a variable name to the group. You can then use a loop to iterate over all members of the group:

{
  _x enableSimulationGlobal false;
} forEach units MyGroup;
amber talon
#

didn't seem to work, changed the MyGroup to the variable name i set, but the hidden units in that group still attack the player

#

i'll try a different method using the set ai mode module

wind raptor
amber talon
#

hmm, still not working... i suppose i could just, setPos and disable sim then place the group somewhere else so they don't effect lag much but can still be pulled to the hallway they are needed

wind raptor
amber talon
wind raptor
#

Singleplayer or multiplayer?

amber talon
#

multi

wind raptor
#

Are the triggers set to server only?

amber talon
#

no

wind raptor
#

Both enableSimulationGlobal and hideObjectGlobal have to be executed on the server, setting the triggers to server only is an easy way to ensure that.

amber talon
#

still doesn't seem to work how i need it to

#

the zombies are hidden reliably when a player spawns, but still attack them

wind raptor
#
{
  _x enableSimulationGlobal false;
  _x hideObjectGlobal true;
} forEach units MyGroup;
```Is this the code that you are using?
amber talon
#

{
_x enableSimulationGlobal false;
} forEach units ZomHorde1;

with show/hide modules for the hiding

wind raptor
#

How are you testing? With a dedicated server or with the Eden Multiplayer Preview?

amber talon
#

eden multiplayer

#

might just do the setPos solution since it also means the player won't hear the zombies growling, giving away their position before i show them

wind raptor
#

Try with this ...

{
  _x enableSimulationGlobal false;
  _x hideObjectGlobal true;
  systemChat str _x;
} forEach units ZomHorde1;
```... to make sure that the code actually runs. If there are a bunch of messages in the system chat upon trigger activation, the code runs; if the chat remains empty, the code did not run.
amber talon
#

just finished doing the setPos thing, worked exactly as i needed it to

#

when in the hallway, no growls, no damage, but when entering the room, the horde gets placed where it was previously and you can hear them approaching

amber talon
#

ok new problem, im trying to make a document have an action, hide itself, set task state to succeed, then set another task to assigned

#
inspector= player addAction ["Collect Intel", "[""Task01"",""SUCCEEDED""] call BIS_fnc_taskSetState"];```
#

this is my code so far

#

from what i can tell, it just hides the intel immediately

amber talon
#

changed code to
this addAction["Collect Intel", deleteVehicle Intel01];

then added an !alive Intel01 trigger

wind raptor
#

It needs to look more like this to work without the additional trigger:

this addAction ["Collect Intel", {
  params ["_target"];
  deleteVehicle _target;
  ["Task01", "SUCCEEDED"] call BIS_fnc_taskSetState;
}];
acoustic yew
#
vehicle player addeventhandler ["Fired", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
    _modelPath = (getModelInfo _projectile)#1;
    systemChat format ["%1 copied to clipboard.", _modelPath];
    copyToClipboard str _modelPath;
}];
#

run this through the debug console while you're in the gunner's seat and it should copy the model path to your clipboard when you fire the missile

#

emphasis on should because I make mistakes

lusty kite
bronze peak
#

I had no idea copyToClipboard existed. I always assumed some dark magic was going on behind the scenes... This would have made my life so much easier.

deep sail
#

Hey is there anyway to change the direction a CAS strick aircraft approaches at?

#

In the Effects tab

runic cloud
#

as in, the direction is where the plane will fly towards, so it comes from the opposite direction

deep sail
#

Ahh I see thanks

untold sierra
#

I just rented a server from Host Havoc, And I am trying to figure out how to make it so my Zeus mission will disable the non-place-able boundary around my friend. I will literally cashapp someone $20 if yall help me. I'm that desperate.

acoustic yew
untold sierra
#

Anytime I become an admin it does not let me change the parameters. I have been messing about the setting for about 2 hours now

#

It probably don't help this is my first server.

dim kindle
#

does anyone know how to fix the game when it says the cloud file isnt working?

primal wave
#

made* ahem.

untold sierra
primal wave
#

Ahhhh I think the default "Zeus vs Zeus" mode has those restrictions deliberately added in.

#

I honestly never played those. I thought there was an unrestricted Zeus game mode. Lemme look.

untold sierra
#

I'll just be honest I have no clue what I am doing for the most part. Like I have no clue how to change the mission or anything like that from the Browser nor in game

primal wave
#

I think that one doesn't have spatial restrictions on the Zeus.

#

(Or the ..NATO version. Same difference different faction)

untold sierra
# primal wave All good?

Honestly no. Lmaoo It will not let me vote for a map change or anything even as admin. And when I try it on the Server Editor on the browser it does not load.

#

I think it needs to be put like vn_zeus_master or something like that

#

I think I just need the understanding on how to find or know certain file names for the missions

primal wave
#

Oh lawd. You need to set yourself up as a server admin in server.cfg. The interface of your server provider (Havoc) should give you access to this file.

untold sierra
#

Eyo

#

Hol up lmaooo

#

Wait Do I need to literally put it in the files myself???

primal wave
#

I would then add your Steam ID to this parameter (should be a string of numbers like this): admins[] = {"1234534598"};

#

And with that, the only thing you need to do to become admin, is type in #login into chat whenever you are in the server. This will give you the ability to instant map change, player kicking privileges, etc.

#

Setting up a dedicated does not require algebra, but it's not exactly "plug and play". Especially if it's your first rodeo 😂

untold sierra
#

Yeah I am def, not smart at this shit.

#

I am trying to learn But I think I try to overload myself with too much shit I still dont know about

primal wave
untold sierra
#

Yes I am trying to find a specific map to put on

primal wave
#

I think we can arrange that.

#

I'm going to cook up a Blank Zeus map. And then you'll just load that mission.

untold sierra
#

okay

primal wave
#

First; please take the server offline.

untold sierra
#

One moment

primal wave
#

The next two steps are:

#

@untold sierra

plush barn
#

Is it possible to get a trigger to teleport players somewhere?

#

Making a GATE op so id like to use that for it

acoustic yew
#

you have different types of positions to choose from depending on what you need

#

but if it's just from one part of the terrain to another you can use setPosATL and set your Z to 0

plush barn
#

Just a simple tp into a compoition courtyard

acoustic yew
plush barn
#

Kinda like -walks into trigger, "6hrs later" popsup and they end up in different local-

#

Im not code savvy so i donot understand the wiki well lol

acoustic yew
plush barn
#

😅

acoustic yew
#

step one is to activate the trigger. step two is to fade to black and make text appear (executed on every machine). Step 3 is to have just the server run the time skip. Step 4 is to fade out and go back to normal.

plush barn
#

Damn so many steps lol. I have the trigger code for the timeskip somewhere on my older test missions xD

acoustic yew
#

the exception is there's a function you can use to do the zeus thing for time skipping

#

which I don't happen to know

plush barn
#

I knowthat one, id have to time it very well lol

acoustic yew
#

so what I would personally do here is write a .sqf script and throw it in the mission folder, which is actually pretty simple

plush barn
#

For you i bet , but for me its like building a orbit capable rocket from a toothpick lol xD

#

Explain though?

#

😅

acoustic yew
#

nah listen

#

here's your text command

#

this can also fade to black i believe

#

see examples at the bottom

plush barn
#

I see that aha, i think i remember that one when i needed it awhile back

acoustic yew
#

here's your skip time

#

you can just fade out, skip time, fade back in

#

the only issue is the skip time needs to be done on the server and the fade needs to be on the clients

plush barn
#

The players need to be synced to the trigger to solve that dont they?

#

Ah i see, so much code lol

acoustic yew
#

if you already know which units are going to be teleported you're good to go

plush barn
#

Like 20 people if the unit im gets big enough one day lol

#

So i gotta utilise all that code in the script?

acoustic yew
#

wait

#

im getting people mixed up

#

you're just skipping time right

acoustic yew
#

ok

#

so you want skip time and teleport

#

very doable

plush barn
#

Yes lol. Ill take teleporting over skipping time though

#

Oh

#

XD

acoustic yew
#

is it going to be the same spot every time

plush barn
#

Itll be once only

#

Into a dif arra

#

Area*

acoustic yew
#

and just the players inside the trigger?

plush barn
#

I was gonna set it off myself but that works too

acoustic yew
#

does everyone on the server get teleported?

plush barn
#

Yes

#

😆

acoustic yew
#

oh

#

simple enough

#

allPlayers

plush barn
#

Into what? Sorry lol

#

Idk where im putting xD im useless at figuring code

acoustic yew
#

hold on let me write something instead of writing a vertical stream of thoughts

plush barn
#

Oki

acoustic yew
#

im being a little silly goofy

plush barn
#

Your tryna help, im greatful so dont fret

acoustic yew
#

@plush barn im cookin something up for you because I really like mission flow stuff like that

#

and then I'll explain

plush barn
#

Ooh oki

#

Ty aha

#

It means alot!

#

I gotta goto gym in 35 though so i may not be here for a lil

acoustic yew
#

that's alright

#

all I'm doing is writing an in-line function to execute for the players while the skip happens

plush barn
#

Oo

#

Sounds cool ngl

acoustic yew
#

if it works

#

I'm a little slow

plush barn
#

Take your time :)

acoustic yew
#

sweet deal for you if it does

plush barn
#

It is lol cuse im useless

acoustic yew
#

nah if you care enough to prep a mission like that I disagree

#

most people just throw down V formations and say "go shoot em"

plush barn
#

Im still new to zeusing but i prefer to try and make things more dynamic then that, that just gets borinh after awhile lol

#

Even with context

acoustic yew
#
//[positionATL, hours] execVM "skip.sqf";

if (!isServer) exitWith {}; //only runs on server

params ["_destinationATL","_hoursPassed"];
private _headlessClients = entities "HeadlessClient_F";
private _humanPlayers = allPlayers - _headlessClients; //all human players per wiki

private _fadeTime = 2; //time to fade to/from black


_screenFade = {
    params ["_hoursPassed","_fadeTime"];
    cutText ["", "BLACK OUT", _fadeTime]; //fade out
    sleep _fadeTime; //waits until faded out
    cutText [format ["%1 hours later...", _hoursPassed], "BLACK FADED", (_fadeTime/2)]; //show text
    sleep 4;
    cutText ["", "BLACK FADED", (_fadeTime/2)]; //hides text
    cutText ["", "BLACK IN", _fadeTime]; //fades in
};

[[_hoursPassed, _fadeTime],_screenFade] remoteExec ["spawn"]; //spawns the above code on every machine
sleep (_fadeTime + 1); //give it time for everyone's screen to fade
skipTime _hoursPassed;
sleep 0.5;
{_x setPosATL _destinationATL} forEach _humanPlayers;
#

@plush barn

#

the text isn't pretty but you can just swap it out with dynamic text or something

#

if you want me to explain the code dm me since i just took up a bunch of real estate in this channel

#

but basically what you do is save this as a .sqf in your mission folder, check the "server only" box in the trigger, and use execVM (example at the top of the code block) https://community.bistudio.com/wiki/execVM

#

it took a while because i had to boot up the game and remind myself how cutText worked

plush barn
#

Ooh i see aha

#

Question though

#

Where does it tp them

#

Or is this like tied to the teleport moduld via zeus?

#

Also that code looks very impressive like thank you omg

acoustic yew
#

You can put that in the activation field of a server only trigger

#

You can copy a position by right clicking on the map in the editor

#

PositionATL is just [x,y,0] if the position is on the ground

#

[[150,300,0], 6] execVM "skip.sqf"; in the activation field of the trigger if you want every player to teleport to [150,300,0] and skip 6 hours

#

or getPosATL _object instead of the coordinates if you want to reference an object's position

deep sail
#

Is there anyway to make Side chat message actually speak?

Or some way to made a radio message to speak?

acoustic yew
#

what does speak mean

deep sail
#

Talk

#

Say the words

acoustic yew
#

text? audio?

deep sail
#

Both

acoustic yew
#

hire a voice actor?

deep sail
#

Do you know of any mods with presents?

acoustic yew
#

what?

deep sail
#

Any mod with a radio module and a voice acted radio message selection?

plush barn
#

I shall attempt it when i can

#

Thank you :)

#

Like

#

So much!

acoustic yew
#

Let me know if it works

#

you’re welcome

acoustic yew
#

This is all I know

#

You can access the sound files in the game

#

I’m not aware of anyone providing voice lines for free

deep sail
#

I'll just look for one that might say. This is command or Command here or HQ here then have the rest as txt

#

Thanks

meager kayak
#

Hello

Is it possible with zeus ( and a mod if needed ) that i can do something like this :

On the map there is all the players

and i can place AI unit, but if i want , i can pick one of the AI unit and play as the unit pretending i'm the AI, and if this unit die, i can pick another unit whenever i want ?

#

EDIT : i found it
if someone need, the module is " Remote control "

fading elm
#

cant find anything

#

@gekon

meager kayak
#

i think its in the base game

fading elm
#

hmm

sinful zenith
#

no mods yeah

fading elm
#

anyone knows how faction called?

#

i cant find because i have 4321 factions in my editor

sinful zenith
#

Its the Livonia one

#

Also don't crosspost..

fading elm
#

i making in editor fight faction against faction how make AI auto get in into vehicles if it sees it empty?

#

because they totaly ignore in fight that they can use tank

#

for example unit dies ir respawns and it would see empty tank and would get into it auto without my help

#

found this but no idea how it works

acoustic yew
#

AI won’t get into vehicles unless you tell them to or they are scripted to do so

#

Otherwise AI would steal from each other and the player

autumn blade
#

anyone know the script for blowing up (like when you press end) a vehicle

autumn blade
plush barn
#

Ive yet to get onto arma since yesterday so i cant experiment (omw to sydney) so, in this regard with static poses for cinamatic shops how do i do them? I know its something to do with code tossed in init from the anim viewer. And i think modded animations get put in that viewer too however im not sure,so can anyone point in the right direction or general method

tender remnant
#

Search for POLPOX mods.

plush barn
#

Id prefer to just find the code for init for static animations

tender remnant
#

It is very easy to use. In editor, choose unit, ctrl + q to open anim viewer, choose anim, ctrl + c, esc, ctrl + e to add anim.

small patrol
#

🙁

tender remnant
small patrol
#

Not you

deep sail
#

When syncing things to a moduel. Is there a way to keep the syncing thing open so I don't have to left click it all the time?

plush barn
# small patrol 🙁

Im sorry lol i loaded up the mod and its just a screen with UI plus the tutorials on it on your page lil too hard to comprehend for me

#

Tossing the code into init works better for me lol

#

If i can even find that method again

plush barn
dim kindle
#

Any way to add a video that all players will see?

#

Or at least effects on scenario start

prisma oyster
#

yes

deep sail
#

Sooo umm

#

What do people want in missions now days?

#

Would u say missions where your defending and have no hope of winning are popular?

prisma oyster
#

do what you can and what you like first :-)

acoustic yew
#

i just make whatever, my friends like it when I set rules and stick to them like enemies not teleporting in and randomly having assets, players getting predetermined loadouts (ironsights!), no respawns, etc.

#

I don't do zeus though so that's extra work

#

basically if players can point to an aspect of the mission and ask "why is that there?" I have an answer

#

For example, recently I ran an alternate cold war scenario where I made sure that the invading force only had vehicles that could traverse water or be airlifted since it was on altis

#

It would have been easy to throw down a T-72 and say "boss fight!" but I wouldn't be able to justify that if they died to it and asked "why was there a t-72"

alpine spoke
#

is there a mod where you are able to run the program, but you are still in the editor, so you can add stuff if needed, like in men of war AS2?

dim kindle
#

anyone here wanna make me a base on eden editor?

autumn blade
plush barn
#

Real world stuff is beaten to death lol while Anime story events give great blend of realism and diversity

alpine spoke
plush barn
#

In eden i just give basic kits n then full arsenal in theme with faction in zeus phase

acoustic yew
#

what's wrong with predetermined loadouts? everyone spawns with the gear they need and the mission can be balanced for those loadouts

#

in my last mission I gave everyone a semi-auto FAL with ironsights and limited ammo with no body armor. As a result they had to be smart about how they played rather than running around and shooting full-auto

plush barn
#

I like deciding on my kit personally, i have preferences, like i hate alot of guns or uniforms lol

#

And in u.s ops i like to have my Knight Nine Aesthetic

acoustic yew
#

gameplay > aesthetic

plush barn
#

Not in my book lol and thankfully our unit balances the 2 so everybody wins

#

Each to their own though ofc

acoustic yew
#

i think we have very different mission making styles

plush barn
#

Yep lol

#

We give much freedom in all aspects

plush barn
#

Back before my unit had a split my squad was notorious for getting masscass'd

#

So lucky plenty of scripted full arsenals lol

edgy sable
#

well, the squad needs to be balanced and have the right tools for the job, imo but i only have 50 hours so it should really not even matter

plush barn
#

The zeus just controls missions lol

edgy sable
acoustic yew
#

imagine zeusing

alpine spoke
acoustic yew
#

what specifically are you trying to do

alpine spoke
#

As in spectate the battle once it's started and being able to imput units and command them

acoustic yew
#

you mean zeus?

alpine spoke
#

never heard of it ngl

acoustic yew
#

it's built in to the game

alpine spoke
#

so yeah probs 🤣

#

How do i active it?

acoustic yew
#

there's a module called "game master", you can put it on the map and set the owner to a unit

alpine spoke
#

im very new to ARMA3 and i've just been experimenting with mods at this point

acoustic yew
#

there is a zeus showcase

#

under singleplayer i believe

#

and if you want to test out the sample multiplayer mission you can click host server and select one of the zeus missions

alpine spoke
#

Okay, i'll check it out, thanks

acoustic yew
#

np

alpine spoke
#

cold war crisis has hardly any servers anyway

acoustic yew
#

its alright

#

played a few hours myself

alpine spoke
#

Is there any actual like, squad tactics or is it just like "Heres a gun, go fight"

acoustic yew
#

#communities_arma3 you can join some events from different groups if you have the time and see how it works

#

everyone plays it differently

alpine spoke
#

Will do, thank you

plush barn
#

So we only need orders followed lop

spare portal
#

Hey, was just wondering is there any way to spawn equipabble items as props in the editor?

small patrol
#

What kind of items?

spare portal
#

Say for example if I went into the editor, then to the loadout menu for a unit and put a gas mask on them

#

is there any way to put that gasmask into the game as a prop

#

if it doesnt show up in the prop menu

small patrol
quaint bloom
#

is there any way to make underground bunkers using the vanilla maps?

#

whenever I place a building lower than the ground the ground clips through the building, and not the other way around (which would be preferable)

quaint bloom
#

well

#

that is a problem indeed

plush barn
primal wave
#

That is: create a teleport at a door, then send players either very far away (or very high in the sky) where you've placed your building/tunnels.

#

Depending on how immersive you want to make it, you might want to remove environment sounds (eg wind and birds) by script, or the ability to access GPS (remove map+GPS) by script. Also your AI will not really be able to move, essentially shooting turrets.

#

But I have seen missions where it kind of works.

quaint bloom
#

that sounds kinda jank

primal wave
#

Correct.

quaint bloom
#

ideally I'd have it just be a large space that you can just walk into

#

based off of Death Stranding's distro centers (I was trying to send an image until I realized I can't lmao)

#

but uh that doesn't seem possible

#

how difficult would it be to just make a map?

primal wave
#

Probably a couple dozen hours to make a few square kilometers match the quality of the default game. If you simply want an entire underground mission, then I'd recommend building tunnels in VR.

quaint bloom
#

that doesn't sound too bad

#

the mission wouldn't entirely be underground, there would just be "bases" that are underground

#

but it might just be better to make a map tbh, then I can fine tune the environment to my liking

primal wave
#

Ok. I would love it if you'd go through with this. But I'd skim read the PMC guide to terrainmaking first (pinned in the terrain channel) before committing in public.

quaint bloom
#

that is a very good idea, I'll take a look at it

vestal perch
#

6-12 months

#

for making a terrain at 0 knowledge level

#

and that is optimistic estimate

#

for a nice looking map that is

quaint bloom
#

well I'm expecting for this whole thing to take a few years minimum so, that's not a huge deal

#

it lets me learn cool stuff anyways so hey

#

optimism

primal wave
#

And if you want to narrow the scope: the Namalsk terrain has quite an atmosphere and has your underground bunker. Chernobyl also, but looks rough at spots.

quaint bloom
#

I'll take a look at them both, and the guide. Thanks for the help guys!

spare portal
#

anyone know how I can put a prop item like intel into an ais backpack?

small patrol
#

Using some scripts and config knowledge. Some items are defined as a magazine, and use correct term/commands to make it happened. What do you want to put specifically?

spare portal
#

i want to put an item called kosteys notebook into an ais medic bag

#

the player is suppose to go over to the warlord after eliminating them and take the intel from their backpack

small patrol
#

Kosteys Notebook? I don't recall that item

#

What's the className?

spare portal
#

not sure how to check that

#

its apart of the CUP mod

#

but you can pick it up and but it into your inventory

small patrol
spare portal
#

i believe its an item

#

but it doesnt show up in the arsenal

#

i posted where it is in screenshots

small patrol
#

What, did you tried what I said?

spare portal
#

Nevermind I found it, I can just do warlord addItemToBackpack "CUP_item_Kostey_notebook";

plush barn
#

@quaint bloom use the cytech map maybe?

#

Its freakin great an ai seem to work ok ish but i havent tested much in that one

quaint bloom
fading elm
#

yo guys anyone playing with warhammer 40k? i need zeus option to make drop pod and inside it space marines i cant find any mod that would add fuction to paradrop spacemarines inside pods

lyric wagon
#

Not sure if this is the right chat. But I´m wondering if anyone knows how to tow USAF Modding´s C-17?

uneven furnace
#

Hi guys, quick question: maybe someone would know how to make every unit of a specific side (For example OPFOR) have a random chance at spawning a certain item in their inventory when alive?

ebon jolt
#

@uneven furnace Like this maybe? Not tested. You'd need to put either of these in your init.sqf, and then they'd only work on units pre-placed in 3DEN, not units spawned after init.cpp { if (side _x == EAST) then { _x addItemToUniform selectRandom ["ItemGPS","","","",""]; //_x addItemToVest selectRandom ["itemGPS","","","",""]; }; }forEach allUnits;No idea what kind of probability you were talking about, that's just one way to do it.

#

I mean you could also put the chance to add the item itself inside a probability instead of that array with empty slots. Or a selectRandomWeighted for the most elegance.cpp { if (side _x == EAST) then { _x addItemToUniform selectRandomWeighted ["ItemGPS",0.1,"",0.9]; }; }forEach allUnits;

uneven furnace
#

Thank you so much @ebon jolt for the code. I will try it in just a second.

prisma oyster
#

if (xxx) then ← missing 😉

uneven furnace
uneven furnace
ebon jolt
#

hmm, the classname for the GPS item seems to be right, but try it again with the capital i?

#

No errors at least, right?

#

And you are using the init.sqf file, not the unit's init-field?

uneven furnace
#

Working! Big thanks!

#

changed to itemGPS

supple rampart
#

Is there a tool to easily create simple battles and operations?

carmine tulip
#

is there a way i can get eden editor to make my self on any scenario

supple rampart
slender stirrup
#

Hal6

empty ice
#

Hello, quick question: I'm currently trying to get the AI to airdrop vehicles from vehicle in vehicle loading from a blackfish

#

however the drop cargo waypoint doesn't seem to be working

#

is there a need for additional scripting?

lyric wagon
vestal perch
#

You probably would have to get into contact with the developers of the mod. Vanilla scale is not really meant for huge aircraft like that

supple rampart
#

How do I get helicopters and jets to do flyovers while the player fights in the ground

supple rampart
#

Also, how do I make some soldiers walk around and act natural at a “base” location?

prisma oyster
#

no such thing out of the box I'm afraid, the best you have is "dismissed" waypoint, that may have them wander veeery far away with time

celest jewel
#

use safe state so they don’t walk with the gun up and stuff

deep sail
#

Hi anyone use 3eden?.. the Establishing shot?

deep sail
#

Ffs this thing is being a dick

deep sail
#

3eden sir.. the built in establishing shot

prisma oyster
#

perhaps, but I cannot help you with that information

deep sail
#

Yea. I should of tested it earlier. Now my whole.. wtf is going broken

#

Ffs always something with thie game that needs the creatorer to jump thru 8 hoops

prisma oyster
#

a rested, aware dev may understand the code
that, or if the mission framework is a pain

#

anyway, if you need editor assistance, ask for help here
if you need scripting assistance, see #arma3_scripting
if you have an issue with existing code, contact the author

deep sail
#

😖

fair thorn
#

Is there a setting/hotkey that tells structures/objects keep their vertical + horizontal rotations when you move them around? I am used to them snapping back to their default rotation whenever I move/adjust buildings in the editor. However, now if I spawn them on a slanted hill, they remain slanted even if I move it to flat ground. Any ideas? 🤔

wind raptor
finite sandal
#

Is there a way to hide map objects using a script/on trigger activatiom

#

Looking for something similar to the module

cloud moss
#

have you tried syncing the module with a trigger?

prisma oyster
patent thorn
dim kindle
#

favorite mods for arma 3 editor?

celest jewel
#

3Den enhanced

#

and ace3

dim kindle
# celest jewel 3Den enhanced

so far mine has been the halo mod and the star wars mod. in the star wars mod i put phase 1 clones vs phase 2 65th legion but named as imperial shocktrooper

celest jewel
#

Nice

opaque jackal
#

hey im new to eden editor i cant find sources to start code in eden

small patrol
#

“Start code in eden”?

opaque jackal
#

can you guys help out with some helpful resources ?

stark jay
#

I've seen videos on YouTube where people use anti air system and shooting down airplanes how do I do that in the editor

opaque jackal
#

any recommended youtuber?

small patrol
#

Nobody

#

You explain what start code in eden means, I tell

opaque jackal
#

I want to make objects interact with each outer

small patrol
#

At what context?

opaque jackal
#

lets say a player get to the bathroom and the bathroom says who's there

small patrol
#

🤔

#

Bathroom... what

opaque jackal
#

object

small patrol
#

I really don't know what you want. Guess something that named Trigger?

opaque jackal
#

yes

#

with the triger

small patrol
opaque jackal
#

lul

cloud moss
vague sundial
#

Is there an opposite for "thing in thisList"? I want a trigger to fire when the player leaves a named vehicle.

small patrol
#

Use ! or not

#

So sqf !(player in thisList)

vague sundial
#

Works, thanks!

next basalt
#

How do I add a Zeus slot in the editor that isn’t attached to an NPC?

#

Right now I am just assigning a civilian to Zeus status but would prefer making a slot akin to Zeus servers

acoustic yew
next basalt
mild obsidian
#

how can I make a trigger activate for only certain types of players if they stand in it

#

something like that

cloud moss
#
thisList findIf {typeOf _x in [...]} != -1
``` ~~your "typeOf" array looks like global variables. are they?~~
mild obsidian
#

classname of the unit*

cloud moss
#

edited my answere

#

replace ... with your classnames

mild obsidian
#

ooo ok ill try that

#

it worked ty!

mild obsidian
cloud moss
#
thisList findIf {typeOf _x in [...]} != -1 && count(allMissionObjects "Land_Bowl_EP1" inAreaArray thisTrigger) > 0
``` (your object might not be in allMissionObjects, check that beforehand)
mild obsidian
cloud moss
#

check the content in the debug console

mild obsidian
#

[243326c4b80# 9: bowl_ep1.p3d]

cloud moss
#

time to debug step by step. name the trigger, watch the expressions separately in the debug console

mild obsidian
#

I appreciate the help!

cloud moss
#

yw

sinful zenith
#

Now you can 👀 (But on stable its XZY instead of XYZ, gonna fix)

next basalt
#

Hey guys, made a Zeus mission that works fine in the editor when doing a local multiplayer test. However when loading in as zeus on the actual dedicated server you only get a black screen. Does anyone know if this is down to me perhaps skipping a step in the editor or something? I have the Gamemaster module linked to the zeus game logic

tardy mural
#

ok, no idea where to ask, but im trying to add old man eco system to a multiplayer scenario but i cant get past the description.ext
when adding "\a3\Missions_F_Oldman\Systems\commonDescription.inc" it complains upon loading my scenario

shrewd gull
scenic latch
#

Hello, I'm having an issue with the V-44X blackfish gunner AI

#

Only the gunner on the 40mm seems to fire

#

the 105mm and 25mm doesn't get used

#

I've tried some stuff i read online, including using civilian pilot, adding disableAI in the init, etc but doesnt seem to help

#

Anyone have any ideas?

small patrol
#

There're two gunners for V-44X

scenic latch
#

Yea ik, I have AIs in both seats

#

for some reason, it sorta works if i wait a bit

#

but the guy never uses the 105mm

#

rest seems to fire

bleak grail
#

how do I setup the base respawn mod, I tried using the wiki page, but I always spawn in the water in the right cornor of the map, how do i fix this?

spare phoenix
reef lintel
stiff ledge
#

Anybody know how to remove the rank from a players name when you look at them through the editor?

stiff ledge
#

We use the ranks that we have to identify our role etc

#

And those ranks are different slightly xD

prisma oyster
#

do you mean through Zeus?

#

aaah no I got your question now.
no I don't think you can

stiff ledge
#

Ahh okay, So you can't disable the rank in the player options..

#

Like pick none of them

prisma oyster
#

nope, ranks are a must-have for Arma
now to prevent them to show, I think one would need a mod
that or use a different difficulty setting to hide "hover tooltip" on friendly

next basalt
spare phoenix
#

Normal player or virtual player slot?

carmine geode
stiff ledge
dim kindle
#

hey guys wanna ask, does anyone have any good sites for the american layout base for arma 3 i could use

#

or like the people builded bases i could use the fun op for my unit i am in ?

bronze peak
#

Make it from scratch. Always the best.

#

It's the way I do things. This one time, I picked up the airport on Malden and added a few hundred objects to turn it to my liking.

supple holly
unborn dust
#

does anyone know how i can make it so during operation i can revive teammates

acoustic yew
prisma oyster
prisma oyster
unborn dust
#

yeah but that’s only if i’m editing it i’m talking abt other peoples scenarios

prisma oyster
#

correct

unborn dust
#

how do i edit other peoples scenarios?

prisma oyster
#

you don't

#

you would ask for their permission and get the directory then edit it as usual 😉

unborn dust
#

you’re fucking with me right

prisma oyster
#

no thanks

#

basically (works for any community creation)

you don't grab, take apart, reassemble and say "mine", you:

  • ask for permission
  • obtain it
  • edit the thing
  • publish the thing
  • credit the original author

Wheaton's Law 101

next basalt
#

Anyone know how I would set it so respawn only effects one side? It appears to force zeus into respawn at game start which bugs it out

velvet horizon
#

Im trying to animate a character into fixed a wheel, not physically fixing it though, and I have no clue on how to

full sierra
polar wraith
#

Finally got an AI to launch a PCML at a convoy vehicle! Had to command them to engage the target
Any way to have the AI itself reliably do that?

#

....NVM, without a human commanding them they're firing their rifles....

#

Engaging at will (i.e. setting them to "Open Fire") got..... a single unit to fire a single PCML

#

Any ideas? I asked in #arma3_troubleshooting the other day and got nowhere.
That single PCML was a bloody unicorn, couldn't repeat it even with exact same setup

#

Out of 3 trials using 6 Missile Specialists (AT) and 6 Rifleman (AT) in one squad on Open Fire, Combat
Only in a single trail of the exact same conditions did I get a single missile to launch.

#

Is the AI programmed to not think that Zamaks are worth wasting an AT on, despite small arms not disabling them???

elfin haven
#

Zamaks aren’t really priority targets

polar wraith
#

What if its the only target?

#

Even in a perfectly idealistic scenario of VR, scientific circumstances, they ain't doing it

#

Not sure how to do a proper convoy ambush if the target of the ambush isn't being blown up :v

#

Okay so
I tested on the Zamaks, an APC, and even a literal tank
Both at 100 and 250 meters
Vanilla AI, Missile Specialist (AT), Open Fire
.....not a single missile fired. Not even at a literal tank with an anti-tank launcher

fallen beacon
uneven marsh
#

how do i apply a unused texture to a vehicle? i want to use the unused texture of the gorgon ifv

small patrol
#

setObjectTextureGlobal

primal thorn
#

is there anything i can do in eden to make it easier to see underwater? or is it entirely down to the colour of the water itself

#

as in, just from the editor camera perspective, just to make it easier to build stuff underwater

vestal perch
#

Not really without making a mod that you use while you edit.

void lintel
#

Hey Anyone know why i just edited a mission for lib and now have no player slots in MP when i load it?

dim kindle
#

Hey I’m always making missions to play by myself because finding an online game that my mods are compatible with or one that doesn’t kick me instantly (lol) seems impossible to find but how do I go about making an end to it? I’ll do a mission where let’s say I’m protecting a critical bridge or something and I know how many enemies I place so when i beat them all then I just quit but that’s kinda lame so how do I make like an objective that I have to complete?

acoustic yew
dim kindle
#

Ok perfect thanks!

unborn dust
#

how do i make it so if a certain enemy dies then the mission ends

acoustic yew
#

!alive _enemy in a trigger condition is the quickest way.

unborn dust
tender oar
#

Does anyone mind helping me out with AI movement on trigger activation?

tender oar
acoustic yew
#

“Move” is for moving ai

tender oar
tender oar
dim kindle
dim kindle
#

any help?

naive depot
#

create a scenario in the editor -> place down random NATO soldier -> place down a C-RAM with AI unit inside (happens automatically if not disabled) (C-RAM is located in NATO/turrets) -> place down a "Game Master" module -> play scenario -> press "Z" for Zeus (you can now place units in real time) -> place OPFOR plane -> order the plane to fly by the C-RAM

#

the Game Master module is located in systems/modules/Zeus

warm mulch
#

Hello does any one know how I can make a rush type mission in Zeus/Eden Editor? For example if I give my friend a vehicle to drive in on the road and have enemies chase him behind him and also shooting him, like a robbery chase for example. Is that possible to do that in Zeus or do I have to do this in Eden Editor. If so, How?

acoustic yew
#

Just create slots for blufor and opfor and spawn vehicles?

thin briar
#

anyone got any idea why like my mpmissions and missions file wont show when trying to open them.

acoustic yew
thin briar
acoustic yew
#

mission files are tied to profiles. Missions save to whatever in-game profile you have loaded

final cipher
#

hello, is there a way to line-through a text in the editor? I want to cross text so its represented as outdated

prisma oyster
#

oh, what is it then

thin briar
#

my missions folder just like doesnt show any of my mission pbos

#

i might have to verify the game or smth

#

imma just verify the game

prisma oyster
#

You didn't mention pbo until now

#

I believe they are stored somewhere in localappdata, perhaps
would need to check

thin briar
#

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions @prisma oyster

#

im talking about here :>

#

right?

unborn dust
#

is there any way that i can make it so when i respawn i get the loadout i want

#

or do i have to spawn with a shitty ar every time i spawn

#

???

neon rock
#

Anybody know how I can get the AI to land the VTOL properly?

hexed delta
#

@unborn dust

#

@thin briar Do you have tcheck mpmission or Mission ? In the mission do you have file mission sqm ... ?

prisma oyster
# thin briar right?

no, this is the old directory where you put downloaded pbos
I don't think it is used as save destination (anymore)

#

also, save vs save as vs save as mp

solid zealot
#

how can i test vehicles on a 1v1 with ai?

prisma oyster
#

the editor, you can also drag & drop AIs in vehicle seats

tender oar
#

Why doesn't the "Vehicle get in" waypoint work?

prisma oyster
#

¯_(ツ)_/¯

#

may need more info than that.

tender oar
#

Yet they just enjoy the beach walking around

prisma oyster
#

use "GET IN" waypoint, not "VEHICLE GET IN"
that is for the Vehicle-in-Vehicle feature

tender oar
#

Oh, and do I have to activate it?

prisma oyster
#

…?

tender oar
#

Like from trigger to waypoint activation

prisma oyster
#

ah no, the units will follow the waypoints as they move

tender oar
#

Hmm, they still seem to be exploring the beach...

#

Oop

#

1 of them got in

#

bro they sooo slow

prisma oyster
#

…but it works
try placing the boat differently, AI, shore and boats are not a great combination

tender oar
#

Man... I cant post pictures 😦

tender oar
prisma oyster
#

yes, I do!
have a great day 👋

tender oar
prisma oyster
#

with a vehicle named myBoat and a group named myGroup:

units myGroup findIf { !(_x in myBoat) } == -1
tender oar
prisma oyster
#

…you asked for a trigger?

tender oar
#

Oh :DD

meager kayak
#

Hey, any way to add stamina to a player when im zeus?

safe swift
sage hinge
cosmic schooner
#

How do you change the Alpha 1-1 to something else in the select slot screen?

dim kindle
#

why are convoys in arma 3 HELL.

#

the ai in this game can do cool strategies and positions but cant follow a stupid waypoint

#

jesus

prisma oyster
cosmic schooner
#

i have CBA

prisma oyster
#

iirc, set unit's description field to @whateverYouWant (but don't quote me on that)

stone lagoon
#

group@role i think

#

Only the leader needs it, i also think

#

So like Alpha@Teamleader

cosmic schooner
#

ty

tender oar
#

How do I make a waypoint be always active

uneven leaf
#

how would i go about doing custom animations

#

im doing a heli crash mission and i would like an animation where your character wakes up and finds himself next to the heli crash, and then he hears a radio on a dead body and goes over and picks it up and starts talking into it

#

a bit like in the campaign where your boat blows up and you wake up on the shores of altis and you go pick up that radio

#

i dont know if i would have to animate that in blender

hidden quest
#

Is there any other good destructible statics like the radar sites or antennas?

acoustic yew
acoustic yew
#

the player can walk their own ass to the radio

#

^ which would be your inner thoughts if you start dumping hundreds of hours into that single animation

acoustic yew
uneven leaf
#

wdym