#arma3_editor
1 messages · Page 59 of 1
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
I pick a point. Then sort of advance from there
Like a big invasion.
But WW2 Street fighting with bolt action rifles is super fun for me atm
M1 *pling* intensifies!
@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
That's not a bolt action rifle 
When making a mission. A story line helps alot
I'm on atlis atm. Because the AI seem to do better on it. But I'm doing a ww2 alternative history type thing
If in doubt keep it short and sweet.
But that's my take on it
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.
Yea I'm heading that way next. I miss helicopters 😆
Do anybody know how you can have like belt of mashine gun ammo, is that mod or what?
Define belt of MG ammo. Like, an item in the inventory, or...
A gun with belt feed hanging out?
Ammo belt like item on the solider, same sad helmet or backpack
I have photo I'll send you in dm
That'll be a mod.
look i'll send you
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.
nevermind can't attach images.
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.
Disregard. I missed the waypoint in the editor.
Did you mean a random target or a target that the players won't anticipate
Well I'm using them to fill in for anti-ship missiles so they're just firing into the sea
But I found the waypoints under RHS Special Waypoints and thats doing it perfectly
Can I get some help with adding custom sounds to a mission with ace
Can you get the AI tanks and ships to shoot at some pacific point?
fellas
what's your methodology for making a unit get out of a static weapon if they are attacked by a player
only thing I can think of is a trigger with knowsAbout
this && (thisList findIf {(turretMan knowsAbout _x) > 0}) != -1
doGetOut turretMan;
is there a simpler way than to put this on a player-activated trigger behind turretMan?
How to set a helicopter waypoints so that the helicopter goes on a lower altitude before letting his people fast-rope into death?
I was using
Move (waypoint) -> FastRope (waypoint)
Perhaps add this to the waypoint init field: https://community.bistudio.com/wiki/flyInHeight . Haven't used this command myself.
Thanks seems to work although the now some of the helps don’t Even Rappel their People and the other ones just throw them out anywhere lol
Hm. I don't know what mod or script is providing the Fastrope mechanic. I'd ask them for more detailed tips.
I use a custom unit spawner for my missions, there is an option to apply a code to the group leader when group spawns
("_this") represents group leader unit. ex: (group _this) setBehaviour "STEALTH";
How can make all spawned units playable - "addSwitchableUnit" or "setPlayable" I tried (group _this) addSwitchableUnit; but it is not working
If i download community mods can i use them in the editor?
yes
how do i download the mods? do i just subscribe to them
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.
Nevermind, just found BIS_fnc_door, gonna see if that works
or currentWeapon
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
Yea doesn't work. Only shows up the machine guns
_allTurrets = "C_Offroad_01_F" call BIS_fnc_allTurrets; // []
found that. no idea how it actually wokrs
Have you already tried setting them to “Careless”
this will work with objects
There isn’t a gray one on the left?
I use Zeus enhanced
Ugh I dunno can't get this working
can i use
count AllPlayers >= x;```
In a units condition field?
ive probably formatted it wrong
and im assuming < would mean less than
That can be used in a trigger condition, with x being a number.
What's your goal?
How do i make a npc stand still in the editor without running out of building and chasing me
this disableAI "PATH";
In the unit init field.
thanks
If you don't want the NPC to turn, then you can change "PATH" to "MOVE".
how do i make it so that in Ace medical a certain ai can go into downed but not dead?
I am trying to do a VIP but we have it so AI die rly easy and i need him to... not
Basically to control amount of AI based on player count
Like I could put that in condition of a tank or other heavy units to only spawn if x player count is reached
How do i make it so i can capture someone with their hands up and to follow me
mods
i cant find one that works
How do i revive a team member?
Does anyone know of like a Rail system. Where u can plop down waypoints. And the Drive 100% follows that route
Driver of the vehicle
how do you make the support requester modules work in mp? it doesnt work for some reason
server only?
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
Its a peer to peer
there is no peer to peer in Arma, but eventually one player hosting and others connecting 🙂
oh
fair
well its like hosted by going into friends clicking host server and selecting internet idk how to expali nit
but support requester wont work
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
because for the moment
if i attack a squad, the other one can HEAR the gunshot, but they dont moove their ass, so stupid..
Triggers
CLAfghan
and what about trigger exactly?

If one of the groups detect you, it alerts every groups. There's a need of some scripts. Also, no crossposts
is that polpox from the mod ???? hahaha
Also, what is crossposts ? sorry for my english
Same topic, multiple channels is prohibited. Which is crosspost
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
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
doMove perhaps
No. Always read BIKI for more info: the answer is no
https://community.bistudio.com/wiki/doMove
Oh okay thanks
Oh, that is a pretty good question. Would be interested as well
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
scripting
Need help with tasks and how those work, do I go in #arma3_scripting ?
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
the point here is that i dont have to click a million things every time all over again
you can Ctrl+C from the loadout editor
Ctrl+V editing their loadout
or create compositions with already equipped units
hmm
essentially i want to execute sqf so that it edits the scenario for me
say i want to map each altian english voice MaleXYGRE to MaleXYENG for each unit that has been placed down in the editor
i can of course do this by calling a script at the start of the scenario
but I don't think you can set the loadout through Eden commands
yeah it doesnt seem so
but i can do at least part of the things i want to do with these
you can
you set it via standard inventory manipulation commands.
then you sync it to mission via:
https://community.bistudio.com/wiki/save3DENInventory

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
Don't crosspost, thank you
Check their documentation
I'm so confused
I put a tank squad 1sts waypoint. Then made it so it's combat. But they still use the road
set them to stealth or combat so they avoid roads
Good thing I put em to combat
Putting on combat mode does not necessarily mean that a unit will avoid the roads at all costs.
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.
If you are not happy with ai's self auto pathing, you can always designate your own path using:
https://community.bistudio.com/wiki/setDriveOnPath
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?
yes
Oké so way points suck ass what is the best script or were can't I find it
Dochter house
@tacit nexus Come on bub, use a search engine: https://www.reddit.com/r/arma/comments/4jzp0s/how_to_use_the_rhs_parachute_drop_waypoint/
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
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
Is there anyway to increase the sound of the effects played by a trigger?
Sure thing. Just define your sounds in CfgSounds of description.ext with a higher volume: https://community.bistudio.com/wiki/Description.ext#CfgSounds
There's a couple of "convoy" scripts on the BI forums. They vary in how flexible they are with unit sizes, how effective on/off road, and how easy they are to use. Unfortunately there's no going around bad AI driving in Arma.
I've got a question of my own:
Could anyone recommend a good McGuffin (cargo thing) such as the East Wind device, that's about half the size 😅 . Mod or DLC.
static radio?
Hmm. 🤔 Of which mod?
tfar and maybe rhs has them i think
Some dramatic presention (like the East Wind device) would be nice. OK.
slap some props together and make one ig
Bright yellow user texture with blue lightning symbols 😅 .
i'd throw suggestions your way but you havent given context
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.
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.
Wai-wait. setObjectScale of course only works on simple objects. So I can't expect my vehicle to work (in Multiplayer) with that command.
Going to try attaching a scaled object now.
simple and attached objects
Ah, we were thinking same thing. I'm just lacking caffeine.
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.
You wouldn't happen to have any experience in using setObjectScale on Dedicated, would you?
It should work as-is on simple and attached objects.
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 🤔.
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.
So long as the object was created by the server
I'm just checking my sanity here: are there objects you can place in Eden that are not created by the server when the scenario loads?
I think every eden-placed object is owned by the server if there isn't a script to override that
so you should be good
Thank you for the advice and letting me bounce ideas off of you sir. This saved me a lot of time.
lmk how it goes
anyone know how to do checkpoints like in old man?
is there a way I can get the AAN main theme from this video? https://www.youtube.com/watch?v=312X0EwAuOQ
not sure it is in the data (but it might?)
IIRC it is available as only a part of the soundtrack
is there some secret to how the "industrial pipe platform" segments work? These guys here https://community.bistudio.com/wikidata/images/1/1c/Land_IndPipe2_big_18ladder_F.jpg Am I going mad, or do they not really align with each other? The corner or end pieces are just ever so slightly off, and require a ton of fiddling to align them properly
got a standalone version from youtube. It's in the soundtrack
then why not use the one from the game? 😅
I'm talking about the background music. I'm making my own campaign intro
Try here, im preety sure it's in there somewhere. https://community.bistudio.com/wiki/Arma_3:_Sound_Files
anyone found a good lun-class ekranoplan model?
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.
you proabably need to make one yourself
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
thx
See if someone has uploaded a workshop composition
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
can you show me what you put in your Description.ext
man its a pain not being able to paste screenshots directly here
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;
};
};```
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
i just don't know how to use the set parameter in other scripts outside of the description.ext
File defined in your show_timer class is receiving the chosen value.
so replace show_timer > 0
with
_this select 0 > 0
Also.... isGlobal == 1 should be isGlobal = 1
thanks so much, that worked perfectly! could you explain what does the select 0 do? just curious
and the isGlobal should have been one = but my keyboard keeps double typing, its really annoying
https://community.bistudio.com/wiki/Magic_Variables#this
This is how we get parameters to functions. Behind the scenes, after the value is chosen, the function or file you chose simply receives "arguments"; values to use within the function.
select 0 part is just choosing the first element inside _this.
aaaaah makes sense now, thx
so if i was passing multiple values i could select the second one with select 1 and so on
yes, but there is not much point in doing that for this particular case.
Im talking about class Params case...
you just need to find out which one is used and for that you do not need multiple "values" to figure out.
however it is done like this because also in other places, that is how we receive arguments to our functions.
yep, just good to know if i need to pass multiple values to another script for another reason
you shouldnt need to... as your objective in class Params is figuring out which option is chosen.
yeah in this case there is no point
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.
How do I set up ACE fastrope for AI?
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 ?
thanks for the suggestion. I downloaded two, they both have slight clipping and misalignments, despite good effort of the creators. I guess the individual models really don't quite align with others, big shame, but oh well...
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?
Have you tried https://community.bistudio.com/wiki/flyInHeight?
Appreciate the suggestion Just added that as a command in the module. No effect. No errors.
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.
just not possible at all.
you want different kind of terrain, you have to make it from 0
What are some defensive positions and or trenches you all comenly use I maybe get some inspiration
Are there any mods for Ukranian soldiers?
Hey is anyone use the Spawn Ai group stuff that comes with Arma 3 helicopters?
I just not sure how to get the spawn groups to go to a certain location
Please halp
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.
aight
Does anyone need help with scripting a helicopter crash?
Is drongos a useful mod?
Is there anyone way to force a ai aircraft to drop bombs then rtb and despawn?
I read good things about it. Have not used it myself. Error pop ups and mods interacting make me itch 🤔
@dim kindle
alr
I am gonna first download the artillery support thing, after that just download all of it
Virtual CAS module is your friend
🙂
I know I just want to use it with RHS
There isn’t a way to stick it on
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?
Ai still crashes into hide
I just use edit and destroy it
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
I've used Hide Terrain Objects for years and haven't had any issues
The thing I need to know is if its better to use 3 Edit Terrain Objects modules to hide 3 buildings or to use one large Hide Terrain Objects module
Ive never used the Edit Terrain Objects module, but you can go into the Attributes of the Hide module to increase its radius to hide the 3 buildings you are talking about. Maybe experiment with both, and let us know here. But I do know for a fact, both on MP hosted missions and dedicated servers, the Hide Terrain Objects module works great
There are details in the BIKI for ships: https://community.bistudio.com/wiki/getPos
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?
Found the solution. Task IDs are required for the tasks to run on dedicated servers 😮
Interesting. Does this requirement apply to using Eden modules (for completion triggers etc) as well?
For the Create Task module yes, for anything others I am unsure
any way that i can delete all objects synchronized to my trigger?
{deleteVehicle _x;} forEach (synchronizedObjects thisTrigger);
is there a way to hide tasks until they activate?
i'm trying to make an ambush
so they have a set task, drive to a certain location
but when they step inside a trigger, a task that isn't visible on the map until it gets assigned, appears
is there any way to do that?
Sure. Just synchronise your trigger with your Create Task module.
oh, thanks! i'll go ahead and try it right now
How do you make ai helicopters do a airstrike while in the Zeus-editor
Because all my helicopters do is just hover around it, they don't fire anything.
Does anyone knows any mod like Alive ?
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?
I believe you can attachTo a "bone" and thus have stuff be attached to the turret, not the hull.
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
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.
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.
Open launcher, parameters: Mission File (editor), set the destination mission.sqm to immediately open the mission upon launch of your game, skipping all the other stuff.
Yeah I know about that one, thanks. But doesn't that directly open the editor?
after launch I mean
Yes. Do you ask for one where it opens last saved mission upon launching the editor from main menu?
If so , I doubt there is a way sadly.
Yeah pretty much, assumed as much but thanks!
may I ask how to use "set ammo module"?
this channel is more adapted, I deleted your post from #arma3_scripting - please think about it next time 👍
hey thanks dude, I didn't even make the connection with Example 2, I missed the thing about name translations
I'll give it a try
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.
If the server allows init scripts to be run, then you could place an object, and add something like this to the init:
{_x hideObjectGlobal true} forEach (nearestTerrainObjects [this, ["Tree", "Bush"], 150]);
-I'd experiment with the filtering options of nearestTerrainObjects: https://community.bistudio.com/wiki/nearestTerrainObjects
helo setHit ["HitVRotor", 1]; helo setHit ["HitHRotor", 1]; helo setHit ["HitFuel, 1]; helo setHit ["HitAvionics", 1];
missing ] ...?
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
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
oh wow @_@, thanks @acoustic yew
hi yall
how would i go about deactivating and activating respawn points when a task is completed
Okay, so I got it to activate a respawn when a task is completed
But how would I remove one?
Every time I try to hover over a unit, the mouse cursor won't show directly on it
any time i attach a trigger to a respawn position, the respawn positions disappears
This method should suit your purposes: https://www.youtube.com/watch?v=gKTEKeJRZ9s
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
@quasi burrow These functions should be the right tools for the job:
https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
https://community.bistudio.com/wiki/BIS_fnc_removeRespawnPosition
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?
If I double click on it nothing happens.
"That Zeus mod"?
Do you mean ZEN?
I believe you hold CTRL and double click.
It's one of those things that I do subconsciously now.
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?
Probably a function attached to it...
I'd try syncing it via right click to a trigger.
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?
I have zero idea how to script how would I apply these exactly?
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?
yes
with the use of e.g selectPlayer
Automatically?
…?
That would switch me over automatically with a trigger?
well yes, that's what it does
Dropped my crystal ball
you mean the wiki?
https://community.bistudio.com/wiki/selectPlayer
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
There a way to stop looping animations to where they are dead?
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.
I think you would need to create a "config mod", and edit the simulation values of the plane: https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference
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?
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.
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.
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?
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?
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
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;
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
You can not spawn a custom composition at mission runtime like that (the composition is saved on your computer, but a player playing the mission most likely does not have the same composition on their device).
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
Which hidden units? The code I sent does not hide any units 
so whole story: im using a trigger at the spawn to hide a group of zombies in a hallway and was trying to use that same trigger to disable simulation because the zombies kept attacking players when they walked past them. then i had a trigger in a small room that the player is supposed to go to, to recover documents, that would unhide and reenable simulation
Singleplayer or multiplayer?
multi
Are the triggers set to server only?
no
Both enableSimulationGlobal and hideObjectGlobal have to be executed on the server, setting the triggers to server only is an easy way to ensure that.
still doesn't seem to work how i need it to
the zombies are hidden reliably when a player spawns, but still attack them
{
_x enableSimulationGlobal false;
_x hideObjectGlobal true;
} forEach units MyGroup;
```Is this the code that you are using?
{
_x enableSimulationGlobal false;
} forEach units ZomHorde1;
with show/hide modules for the hiding
How are you testing? With a dedicated server or with the Eden Multiplayer Preview?
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
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.
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
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
changed code to
this addAction["Collect Intel", deleteVehicle Intel01];
then added an !alive Intel01 trigger
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;
}];
If it's modeled as a projectile you can get the model info using https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired
create the object using https://community.bistudio.com/wiki/createSimpleObject
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
I will take a look at it when I finish lectures. Thanks mate!
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.
Hey is there anyway to change the direction a CAS strick aircraft approaches at?
In the Effects tab
at least for zeus its based on the direction of the module, I think the same applies for the 3den editor one
as in, the direction is where the plane will fly towards, so it comes from the opposite direction
Ahh I see thanks
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.
how did you set it up? if you use the game master module it should just work
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.
does anyone know how to fix the game when it says the cloud file isnt working?
What mission are you playing? Is this a mission you've mave?
made* ahem.
It is just a normal Master Zeus on Atlas, I still do not know how to change the map on the server editor that I bought it off of.
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.
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
OK. Try loading the mission "Zeus 16+2 Master Altis (AAF)"
I think that one doesn't have spatial restrictions on the Zeus.
(Or the ..NATO version. Same difference different faction)
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
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.
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 😂
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
OK: do you just want to get this 1 Zeus mission running now ?
Yes I am trying to find a specific map to put on
I think we can arrange that.
I'm going to cook up a Blank Zeus map. And then you'll just load that mission.
okay
First; please take the server offline.
One moment
The next two steps are:
A) Download this Blank Zeus mission .pbo I just cooked up: https://ufile.io/a6kwqli9
B) Follow the instructions on the Havoc site for uploading a custom mission (pbo): https://hosthavoc.com/billing/knowledgebase/224/How-to-setup-a-custom-mission-on--your-Arma-3-server..html
@untold sierra
Is it possible to get a trigger to teleport players somewhere?
Making a GATE op so id like to use that for it
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
Just a simple tp into a compoition courtyard
How does this work ina trigger?
That depends. Can you tell me exactly how you want the trigger to work?
I set off the trigger and said players are teleported to it to make it look like time past and they ended up there
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
alright there's a couple steps to this.
😅
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.
Damn so many steps lol. I have the trigger code for the timeskip somewhere on my older test missions xD
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
I knowthat one, id have to time it very well lol
so what I would personally do here is write a .sqf script and throw it in the mission folder, which is actually pretty simple
For you i bet , but for me its like building a orbit capable rocket from a toothpick lol xD
Explain though?
😅
nah listen
here's your text command
this can also fade to black i believe
see examples at the bottom
I see that aha, i think i remember that one when i needed it awhile back
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
The players need to be synced to the trigger to solve that dont they?
Ah i see, so much code lol
if you already know which units are going to be teleported you're good to go
Like 20 people if the unit im gets big enough one day lol
So i gotta utilise all that code in the script?
This
And you probably are lol
is it going to be the same spot every time
and just the players inside the trigger?
I was gonna set it off myself but that works too
does everyone on the server get teleported?
hold on let me write something instead of writing a vertical stream of thoughts
Oki
im being a little silly goofy
Your tryna help, im greatful so dont fret
@plush barn im cookin something up for you because I really like mission flow stuff like that
and then I'll explain
Ooh oki
Ty aha
It means alot!
I gotta goto gym in 35 though so i may not be here for a lil
that's alright
all I'm doing is writing an in-line function to execute for the players while the skip happens
Take your time :)
sweet deal for you if it does
It is lol cuse im useless
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"
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
//[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
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
look at the top of the code block. You input the position and the number of hours
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
Is there anyway to make Side chat message actually speak?
Or some way to made a radio message to speak?
what does speak mean
text? audio?
Both
hire a voice actor?
Do you know of any mods with presents?
what?
Any mod with a radio module and a voice acted radio message selection?
Ooh i see
I shall attempt it when i can
Thank you :)
Like
So much!
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
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
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 "
https://twitter.com/Arma3official/status/1455188334779801602 anyone knows what mod is that in screenshot i really need those troops ❤️
cant find anything
@gekon
i think its in the base game
hmm
no mods yeah
anyone knows how faction called?
i cant find because i have 4321 factions in my editor
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
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
anyone know the script for blowing up (like when you press end) a vehicle
setDamage
ok thanks
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
Search for POLPOX mods.
I cant figure out polpox artwork supporter
Id prefer to just find the code for init for static animations
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.
🙁
?
Not you
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?
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
Ill give er a shot when i get time to go on again! Ty
Any way to add a video that all players will see?
Or at least effects on scenario start
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?
do what you can and what you like first :-)
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"
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?
anyone here wanna make me a base on eden editor?
use cup assets
Anime inspired ops
Real world stuff is beaten to death lol while Anime story events give great blend of realism and diversity
WW2 missions are cool
God i hate predetermined loadouts lol
In eden i just give basic kits n then full arsenal in theme with faction in zeus phase
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
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
gameplay > aesthetic
Not in my book lol and thankfully our unit balances the 2 so everybody wins
Each to their own though ofc
i think we have very different mission making styles
ive got to agree with you
I donot lol. You limit my stuff ill tell you where to go xD
Back before my unit had a split my squad was notorious for getting masscass'd
So lucky plenty of scripted full arsenals lol
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
Well as a SL you ensure your guys have the right roles but ensure their what they want
The zeus just controls missions lol
so should an AT guy have no launcher? or not enough ammo for more then 1 tank/vehicle
imagine zeusing
still awaiting an awnser, please
you're going to have to clarify
what specifically are you trying to do
As in spectate the battle once it's started and being able to imput units and command them
you mean zeus?
never heard of it ngl
it's built in to the game
there's a module called "game master", you can put it on the map and set the owner to a unit
No idea what that is, i played the old stuff, like operation flash point
im very new to ARMA3 and i've just been experimenting with mods at this point
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
Okay, i'll check it out, thanks
np
never touched multiplayer, is it any good?
cold war crisis has hardly any servers anyway
Is there any actual like, squad tactics or is it just like "Heres a gun, go fight"
#communities_arma3 you can join some events from different groups if you have the time and see how it works
everyone plays it differently
Will do, thank you
I mean im always AT along with leading so i nab a javelin. Since rhs changed the ammo weight i only carry one round lol. Besides back in lib days T14s APS rendered ATGMs useless so we had to arma 10 ruskie tanks. But in summary we are a chillsim not a milsim
So we only need orders followed lop
Hey, was just wondering is there any way to spawn equipabble items as props in the editor?
What kind of items?
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
https://community.bistudio.com/wiki/addItemCargoGlobal
With this command I guess
Boi wth
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)
no
Is true. I have a blast in eden too though with scripts n stuff is hard lol
If having an underground bunker is essential, then you can design + script around it.
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.
that sounds kinda jank
Correct.
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?
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.
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
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.
that is a very good idea, I'll take a look at it
6-12 months
for making a terrain at 0 knowledge level
and that is optimistic estimate
for a nice looking map that is
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
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.
I'll take a look at them both, and the guide. Thanks for the help guys!
anyone know how I can put a prop item like intel into an ais backpack?
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?
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
not sure how to check that
its apart of the CUP mod
but you can pick it up and but it into your inventory
Then you can use this command to fetch your inventory
https://community.bistudio.com/wiki/itemsWithMagazines
i believe its an item
but it doesnt show up in the arsenal
i posted where it is in screenshots
What, did you tried what I said?
Nevermind I found it, I can just do warlord addItemToBackpack "CUP_item_Kostey_notebook";
@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
awesome map, but unfortunately it doesn't work for what I want to do
Fair enough!
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
Not sure if this is the right chat. But I´m wondering if anyone knows how to tow USAF Modding´s C-17?
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?
@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;
there was a discussion about that on the BI Forum "recently": https://forums.bohemia.net/forums/topic/237302-random-intel-items/
Thank you so much @ebon jolt for the code. I will try it in just a second.
if (xxx) then ← missing 😉
Thanks! I take a look at this topic! 🙂
Sadly no GPS spawning inside the uniforms or vests of OPFORs when i paste the code in the init.sqf. I've tested it on about 40 OPFOR soldiers in 3den right now.
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?
Is there a tool to easily create simple battles and operations?
yes their is
is there a way i can get eden editor to make my self on any scenario
What is it?
Hal6
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?
Anyone? The C-17 is kinda hard to turn on the airfields on Tanoa
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
How do I get helicopters and jets to do flyovers while the player fights in the ground
(cycle) waypoints 🙂
Also, how do I make some soldiers walk around and act natural at a “base” location?
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
use safe state so they don’t walk with the gun up and stuff
Hi anyone use 3eden?.. the Establishing shot?
Ffs this thing is being a dick
3eden sir.. the built in establishing shot
perhaps, but I cannot help you with that information
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
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
😖
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? 🤔
https://community.bistudio.com/wiki/Eden_Editor:_Transformation_Widget
Use the translation widget.
Is there a way to hide map objects using a script/on trigger activatiom
Looking for something similar to the module
have you tried syncing the module with a trigger?
I'd try this
terrain objects can be weird though
ye that works
#arma3_questions would be more appropriate 🙂
oh sorry lou ill re post :>
favorite mods for arma 3 editor?
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
Nice
hey im new to eden editor i cant find sources to start code in eden
“Start code in eden”?
can you guys help out with some helpful resources ?
I've seen videos on YouTube where people use anti air system and shooting down airplanes how do I do that in the editor
any recommended youtuber?
I want to make objects interact with each outer
At what context?
lets say a player get to the bathroom and the bathroom says who's there
object
I really don't know what you want. Guess something that named Trigger?
Place an Anti-Air. Place a plane. Make a plane fly to the Anti-Air with Waypoints, Preview. Boom
lul
Ok
have you completed the ingame tutorial?
Is there an opposite for "thing in thisList"? I want a trigger to fire when the player leaves a named vehicle.
Works, thanks!
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
Have you checked under the game logic tab? I believe there’s a Zeus entity you can set as playable instead of using a regular unit
Ah I will check that, thank you for the reply!
how can I make a trigger activate for only certain types of players if they stand in it
something like that
thisList findIf {typeOf _x in [...]} != -1
``` ~~your "typeOf" array looks like global variables. are they?~~
they are the classnames of the person
classname of the unit*
is there a way to make it so if any of the unit calssnames are present and a object classname then the trigger activates? such as the "TOC" Unit classname and object classname "Land_Bowl_EP1"
thisList findIf {typeOf _x in [...]} != -1 && count(allMissionObjects "Land_Bowl_EP1" inAreaArray thisTrigger) > 0
``` (your object might not be in allMissionObjects, check that beforehand)
i dont think it is, didnt seem to work
check the content in the debug console
[243326c4b80# 9: bowl_ep1.p3d]
time to debug step by step. name the trigger, watch the expressions separately in the debug console
I managed to fix it, the trigger area was small and it was not registering the "Land_Bowl_EP1"
I appreciate the help!
yw
Now you can 👀 (But on stable its XZY instead of XYZ, gonna fix)
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
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
https://www.reddit.com/r/armadev/comments/ae3i8x/playing_video_ingame/ i found this, but how can i modify it so that it doesnt play on a screen but plays for all of the players just on their screen replacing their view?
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?
There're two gunners for V-44X
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
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?
Give the Zeus player a variable name and give the Zeus module that name as owner. Syncing never worked for me.
you dont need a mod for respawn. you need to activate respawn in the eden setting and place a marker called "respawn_west"
Anybody know how to remove the rank from a players name when you look at them through the editor?
We use the ranks that we have to identify our role etc
And those ranks are different slightly xD
do you mean through Zeus?
aaah no I got your question now.
no I don't think you can
Ahh okay, So you can't disable the rank in the player options..
Like pick none of them
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
I have done that as well, works in the multiplayer test environment but doesn't register when on the server
Normal player or virtual player slot?
One of the UI mods I used removed them. I forget which one though.
Ahh okay, If you find out..Could you let me know please 😄 Really appreciate the assistance guys!
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 ?
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.
You have a mod called zec compositions you could use those as your base start
does anyone know how i can make it so during operation i can revive teammates
Attributes>Multiplayer>Revive
oh and about your #general_chat_arma question, you can change uniform in the unit's arsenal (loadout edition) in case you didn't know 🙂
how do i do that?
right-click on them and "edit loadout" or something like this 🙂
yeah but that’s only if i’m editing it i’m talking abt other peoples scenarios
correct
how do i edit other peoples scenarios?
you don't
you would ask for their permission and get the directory then edit it as usual 😉
you’re fucking with me right
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
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
Im trying to animate a character into fixed a wheel, not physically fixing it though, and I have no clue on how to
Hey guys! so I'm working on an airbase and I want a jet flowerpot at the entrance like shown. this said I'd like this jet (which is a playable vehicle I have put as so simulation) with the gear up and canopy closed. do you guys know how I can do that?
https://cdn.discordapp.com/attachments/840637208955453491/954450377443524618/20220318194016_1.jpg
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???
Zamaks aren’t really priority targets
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
Invisible position building for AI. https://steamcommunity.com/sharedfiles/filedetails/?id=2781057968&searchtext=
how do i apply a unused texture to a vehicle? i want to use the unused texture of the gorgon ifv
setObjectTextureGlobal
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
Not really without making a mod that you use while you edit.
Hey Anyone know why i just edited a mission for lib and now have no player slots in MP when i load it?
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?
Task modules. There’s a few tutorials on it
Ok perfect thanks!
how do i make it so if a certain enemy dies then the mission ends
!alive _enemy in a trigger condition is the quickest way.
if i put that on will it make it so the mission ends when he dies
see "Type"
Does anyone mind helping me out with AI movement on trigger activation?
What’s the issue?
So, what is the use of "Cycle" waypont? I guessed it just made a AI move somewhere, but it wouldnt work for me.
It’s to set up a loop
“Move” is for moving ai
Hmm, then what do I use to make a helicopter go to a specific location and just purely attack the enemies.
I use “seek and destroy” a lot for attacking AI
Alright, ill check that out, thanks
i'm completely new to arma 3. is there a way i can re-create the same thing this guy did?
https://www.youtube.com/watch?v=Q9XDRviA-ic
any help?
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
thanks
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?
Just create slots for blufor and opfor and spawn vehicles?
anyone got any idea why like my mpmissions and missions file wont show when trying to open them.
are you looking in the right profile
wdym
mission files are tied to profiles. Missions save to whatever in-game profile you have loaded
hello, is there a way to line-through a text in the editor? I want to cross text so its represented as outdated
nope thats not the issue
oh, what is it then
idk
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
You didn't mention pbo until now
I believe they are stored somewhere in localappdata, perhaps
would need to check
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions @prisma oyster
im talking about here :>
right?
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
???
Anybody know how I can get the AI to land the VTOL properly?
Hello, you can disable the basic spawn and make your system spawn or config le basic spawn Arma 3. look this https://community.bistudio.com/wiki/Arma_3:_Respawn
@unborn dust
@thin briar Do you have tcheck mpmission or Mission ? In the mission do you have file mission sqm ... ?
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
how can i test vehicles on a 1v1 with ai?
the editor, you can also drag & drop AIs in vehicle seats
Why doesn't the "Vehicle get in" waypoint work?
So, I have a squad selected (Alpha 1-3), and I have a assault boat placed nearby at the beach, and I have drawn the waypoint (Vehicle get in) from the squad to the vehicle
Yet they just enjoy the beach walking around
use "GET IN" waypoint, not "VEHICLE GET IN"
that is for the Vehicle-in-Vehicle feature
Oh, and do I have to activate it?
…?
Like from trigger to waypoint activation
ah no, the units will follow the waypoints as they move
Hmm, they still seem to be exploring the beach...
Oop
1 of them got in
bro they sooo slow
…but it works
try placing the boat differently, AI, shore and boats are not a great combination
Man... I cant post pictures 😦
Ok ill try
Got it working, do u happen to know how to do a trigger once everyone is in a vehicle? o-o
yes, I do!
have a great day 👋
Please tell me how to
with a vehicle named myBoat and a group named myGroup:
units myGroup findIf { !(_x in myBoat) } == -1
uh oh, and where do I put this command?
…you asked for a trigger?
Oh :DD
Hey, any way to add stamina to a player when im zeus?
vanilla probably not possible, you can use https://community.bistudio.com/wiki/setFatigue if code execution is possible
Does anyone knows the name of the animations in this picture?
https://steamuserimages-a.akamaihd.net/ugc/937186281529473772/27DB38DC1BF2E33CBC10E514DAB6769D5D145B9C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false
[Please ping if you answer]
How do you change the Alpha 1-1 to something else in the select slot screen?
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
no can do without CBA addon
i have CBA
iirc, set unit's description field to @whateverYouWant (but don't quote me on that)
group@role i think
Only the leader needs it, i also think
So like Alpha@Teamleader
ty
How do I make a waypoint be always active
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
Is there any other good destructible statics like the radar sites or antennas?
I don't know but you can always cycle two waypoints on top of each other
if you go into the animation viewer (from the editor toolbar or by pausing in testing) you can find the classname for an animation from the campaign that is the player waking up and standing from the ground.
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
where is the editor toolbar
the menu at the top i mean
wdym

