#arma3_editor
1 messages · Page 60 of 1
very cool
but like another question would be
how do you make it so once the animation is over you can play
for example
go to 30 seconds in
so you can see that the bar things around the screen disapear and you can move around
actually
could i voice call you and i screenshare and you help me out
im in it now
go to tools and animation viewer and copy down the classname of the animation
how do i make someone start moving once my squad hits the trigger
Im trying to make a jammer objective similar to some of the ones on the invade and annex servers, anyone know how to do it?
This is how they create the "jamming" effect:https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_gpsJammer.sqf
You'll still need to code the creation of the task itself. Would also be polite to credit Quicksilver (and ask permission in the BI forums). Good luck!
Thanks alot man! do you know what object they used cant seem to find it?
I honestly don't know. But; wouldn't it be better if you picked something else? Anything with an antenna could plausibly be a jammer.
Ya I was thinking of using the mobile radar structure cause it even has a wrecked version
But i remember them having some sort of jammer trailer thing that looked the part
Is there any easy way to make a custom virtual armory? something like selecting the available gear from the virtual armory interface so it is possible to preview the items etc easily.
You have the ammobox content editor in Eden?
yes, and that seems to be the best way so far. but would be nice if it was possible to preview the items easier and see which mod they are from etc at a glance.
or if there is a easy way to automatically add all stuff from a specific faction so I can work from that list and trim it down
then a mod perhaps, but nothing off the shelf in vanilla I think
3den Enhanced(Enchanted) has a better inventory editor for boxes and vehicles. Not exactly what you are looking for but might be worth a shot
im using the hide terrain objects system and i'd like it to not effect objects above it, but there's only options to edit the width and length of the effect radius. is there a way to reduce the height radius? i've tried lowering the physical position of the system but that has no effect
hideObject might work on terrain.
https://community.bistudio.com/wiki/hideObject
this will allow you to select the terrain objects
you should be able to accomplish this with a forEach loop in a game logic entity's init box
_radius = 5;
_terrainObjects = nearestTerrainObjects [this, [], _radius];
{_x hideObject true} forEach _terrainObjects;
What an easy way to have a task complete by just having blufor in the area? I thought having create task and set task state with a trigger would work.
Triggers set to type none
Activation game logic
Type not present
Condition
Blufor ;present
Does this not work?
why not set the activation to blufor and type present?
then just write this in the condition
was there blufor present in the area?
@hidden quest can you try the blufor activation method and write
copyToClipboard str thisList; in the "On Activation" field and paste in here?
I put that in there
ok can you ctrl+v in here?
it should have copied an array of objects that activated the trigger
I dont think it copied anything
I launched the scenario
Task is completed
I have a trigger on an object set to a task that works fine
But getting a trigger to work by just being in the area is being wonky
it shouldn't be
Both of mine are
can you add systemChat "Fired!"; to the activation field of the trigger
Sure
also can you send me a screenshot of the trigger properties
if it does not say Fired! in the chat then the trigger is not actually firing
It may have copied something this time
[zero] which is my player character variable name
that means the player character is activating the trigger
can you send me a screenshot of the trigger properties please
20m h limit
Okay I think the trigger is working fine
So now im confused
Cause when I remove the trigger logic the task isnt complete
But when i have its logic it completes on start
But the trigger only works when my PC gets into the zone cause I seen the chat message Fired! right when I entered
For some reason set task state is ignoring my trigger and automatically setting the task to its state on start
Sync yes
Okay I got it to work
I had everything fine but the type was messing with it I guess
Cause I had a QRF set to the same trigger on a hold waypoint with the trigger set to skip it
For some reason that would also accomplish my task before engaging the trigger
How do I end a scenario with completed tasks
Is there any method to disable the sound of the windmills other than: enableEnvironment false;
The audio remains after you've hidden the object from the map.
Actually I think I figured it out
How do I make the ai use the catapults in the USA freedom
I wanna set up a ambush for an op i am doing but idk how set one up plz help
You might want to be more specific
Anyone know how to make something spawn if someone dies? (specifically a jet if an officer is killed)
be more specific
nvm
But how do i make it so a CIVILLIAN Vehicle starts driving once BLUEFOR hits the trigger
??
waypoint synchronisation with this trigger
How do i do that?
right-click > sync to > waypoint (or trigger, depends on where you started)
connect the two and the waypoint won't validate until the trigger is triggered
i dont see a sync to
where did you right-click?
on the vehicle
that's a different story
use JOIN waypoint
and put that where
I have no idea what you want to do
I have the waypoint and trigger synced but the car just moves without the trigger being hit
it will move to it, then wait until the trigger is set off before proceeding to the next waypoint
Ok
do i connect the final waypoint or all of them?
only the one on which you want the car to stop
the car just keeps moving
i dont get uit
I need help
it doesnt work
Does anyone know the class names for the runway and/or service roads from Tanoa's Tuvanaka Airbase? (pic here: https://i.imgur.com/T9RSlFg.jpg). I am pretty sure they aren't in the Assets list, but figure I should be able to spawn them in using create3DENEntity as long as I know the class name for them.
When I try this, it returns [2229767: , 2229768: , 2229769: , 2229770: ], which seems more like the ID # for the road instead of the Class Name. 🤔 Without using Terrain Builder is there any way that I can see what the Class Name is for that ID?
I've tried TypeOf cursorTarget / typeOf cursorObject before, but it returns nothing. Either get NULL-object or just "". 🤷♂️
i dont think cursortarget is going to pick up roads
@fair thorn
_classname = typeOf ((player nearRoads 50) select 0);
🤔 Doesn't seem to work for me. Select 0 shows the ID, but typeOf still returns ""
And yeah I guess cursorTarget isn't strong enough to detect roads. Not sure what would be.
they might not have a config class
@fair thorn are you familiar with createsimpleobject
one of the elements that getModelInfo returns is a model path
Hmm, I do know the .p3d path for it I believe, but would this allow me to move the object around in the Eden Editor? I guess worst case I can use some random object and then replace it later but would rather be able to manipulate it within the editor if possible.
I think it needs to be defined in CfgVehicles to do that
I was afraid that was the answer lol. I don't think they are. 😦
I can try substituting them using createSimpleObject I guess but that's going to be a huge pain in the ass when it comes to alignment most likely. 😬 But thanks for the help either way. Hopefully one day Bohemia can add them to the Editor so stuff like that is possible. I have no idea why they aren't already a thing. 🤷♂️
does anyone have the path to the helicopter damage alarm sound?
or where to find it
browsing the config rn
oh found it
Roads are not objects, they are drawn via terrain baked shape files.
And roads are not meant to be placed in mission editor.
Hi, how do I chose a loadout for a mortar? I want it to have only flares and smoke and not letal ammo. It's a Podnos2B14
I don’t know how the mortar is configured, you probably just need to remove the magazines
turret path should be [0]
to get the classnames of the magazines
Don’t know if this is the right channel but does anyone one used alive mod to create a faction and how do you put multiple factions and put them into arma?
How do I do god forsaken respawns, I constantly spawn in the water
How can I like watch the war using Arma 3 editor I don't want to play ?
Alright so I've got kind of a weird one tonight
I'm building a secret underground research lab type of thing, and CUP has these nice static M134 turrets. What I wanted to do was make a ceiling auto-turret like you see in a lot of games that take place in those kind of locations (Half Life had them a lot if I remember right). This means I went and turned the turret upside down so that the tripod part was buried in the ceiling rather than just floating weirdly. The problem however is that even if I attach it to another object, and even if I control it myself, I cannot do anything while in the turret, it only gives me the option to "set up the tripod" which puts it right side up again
Is there anything that could let me overwrite and allow the ability to fire a turret while upside down, or will I have to make due with regular old ground turrets?
barring that, does anyone know of a code that would let me hide the tripod so I can have it right side up without the tripod just sticking out there? I've been looking for something for the last 45 minutes about where I can find textures and model parts and I keep getting all kinds of things that I can't use
I tried using setting the textures, but none of them seem to be doing anything, and I can't find the textures for the model, and I thought I'd found something to hide model parts and a list of all named model parts before, but now I can't find it anywhere
forgive me if I'm just being a total idiot; but I don't really see anything there that would help me? I see animations, not necessarily hiding things
unless I'm just completely overlooking it
nothing about the tripod under animationNames?
guess there might not be
I don't.. see one?
sorry, thought I remembered hiding a tripod with animate
no problem, thanks for the response. This is just doubly frustrating because I know I've seen something to do this thing before and I can't find it now
I assume setObjectTexture doesn’t work with the static
I've tried that, yeah, haven't had any luck yet
of course I may just be doing it wrong because I'm dumb, I don't really know
right now I'm trying this setObjectTexture [3, ""];
have tried everything between 0-3 so far, not having any luck with anything
I’ve made a lot custom factions back in the days, using Alives Orbat creator. Also, you can ask in their own Discord server…
I use this script to delete katyusha(K9)and its crew: {K9 deleteVehicleCrew _x} forEach crew K9;
deleteVehicle K9; but it does not work, after testing I think might because the type of Katyusha used is driverless type. But I need this type of katyusha for it give me fire mission in the missions. I would like to delete them after fire mission to enhance FPS performance. Any Ideas?
#arma3_scenario message
Literally it's answered
(alt syntax)
wot?
(not *crew?)
(well this sugest my glance not reliab)
(you work 100% fine 95% of the time ❤️)
the original script is fine, but it does not work for a driverless vehicle
and may I ask is "respawn_guerrilla" in empty marker no longer working in Multiplayer mode?
oh, I think I misspell it.
"respawn_guerrila" is the correct one
some one please help me delete driverless vehicle and crew
WP method is not working in this case
anyway related to set up time?
did you name the vehicle K9?
yes, I did
i tested it already, script is good in normal type of vehicle, the one with driver
but for the type without driver, putting script in WP is not working.
anyway I could trigger that using some kind of time setting?
I don't think the WP thing is the issue here
WP for waypoint
I would like to delete them cause there is 8 Katyusha in my mission
try the script on an empty terrain to check if the code, the waypoint or something else is the issue
Having a spot of difficulty, I'm making a mission to be run on a dedicated server on which we have ace installed.
I have a supply box with the variable name arsenalBase, and another supply box with the following in it's init
this addAction["<t color='#FFFFFF'>Open Ace Arsenal</t>", {params ["_target", "_caller", "_actionId", "_arguments"]; [arsenalBase, _caller] call ace_arsenal_fnc_openBox},nil,10,true,false];
This works and all players can access the ace arsenal limited to the items contained within the arsenalBase supply box from the second supply box.
The problem lies in that I've got a support module working that has a supply drop call, and in the "crate init" field I have the same code as above, which the editor accepts but once deployed to the server, no action is added, or at least showing. I've also tried using "_this" instead of "this" at the beginning of the line but this made no change.
Any advice would be appreciated 🙂
Additionally, it seems to work without fault on multiplayer when testing, just not on a dedicated server. I'm wondering if it's just not being called properly somehow?
Hello. I have looked on Bohemia and Steam forums but could not find a solution to the following:
I have an Ifrit travelling from A to B and a 5 man AI team walking to said point B. Once the AI team reaches point B the Ifrit will have already arrived and and sitting there. I have been unable to get the AI team to GetIn the Ifrit. I think the fact that the vehicle is moving breaks the GetIn waypoint that I attached to the vehicle.
GetInNearest
i tried all of the waypoints including that one and it does not work
Is it even possible to have an AI group enter a vehicle which is still moving and has yet to reach its destination?
add a hold waypoint?
you can add this to the get in waypoint to delete the hold after everyone gets in
Thanks I will try that in a few minutes and let you know
Is it posible to create a mission in Editor and play together with your friend in it?
No.
jk
yeah
you can place down multiple units and set them to "Playable"
and there's a button under one of the tabs at the very top that says "play in multiplayer" or something like that
or you can upload to workshop for later
or just save it to your pc
options
i figured out what was the issue. You have to use the "Load" waypoint for the vehicle and then synch that to the "GetIn" waypoint for the AI units synched to a trigger to make them wait until the vehicle enters the 10x10 trigger space. The only problem is that the editor is picky about when it will actually fire off the waypoints, I just ran my scenario in spectator mode and 5 out of 10 times the waypoints did not fire off and the units just sat there. Sometimes half the waypoints will work but the others will not. WTF?
That sucks lol. I have a feeling I need to set the timer for each waypoint because the game logic cannot keep up
the editor is okay
you may have scripts or mods issues
Guys, I need help with landing operation. How can I make the infantry get out of the helicopter after it lands?
Give them a Dismount waypoint where the helo lands. Helo should also have a Transport Unload waypoint.
Never failed me.
they just sitting after landing...
That's weird. So, heli has a Transport Unload and Infantry has a Dismount?
yes
Weird... The waypoints are more or less in one place?
Any mods?
Nothing that can affect it, I think
You don't have to sync them
so.... i`m stupid. I confused veh unload with transport unload
Yeah, I was gonna say, I plopped the whole thing down and it worked without a hitch
Don't worry about it.
Now you have experience next time you need this.
after today's update waypoints are not working , anyone else facing this issue ?
What's it do, exactly?
Yesterday it was working perfectly, today I just updated the game
Now if when I set waypoints for units they never move when you run the scenario
all units affected , even loaded previous scenarios - Units don't move
you set a waypoint for tank or vehicle , when you run the scenario you expect it to move but that is not happening
Huh....
Ok, not sure what's going on there. Things worked just fine for me earlier when I was testing something.
Hello, does anyone have experience configuring a custom faction for use with the ALiVE mod? I'm working on a Ukrainian vs Russian campaign
Using the ORBAT module specifically?
Is there a way to change the faction used for spawning units in the BLUEFOR Site Module? I have a winter NATO repack and want to use winter NATO for the site
question
how do i make paratroopers jump out of a helicopter
i just set 'vehicle: get out' in the sky and hoped for the best
the heli just hovered for 3 seconds before flying away and nobody got out
also how do i force infantry not to dismount or force them to dismount
force dismount is 'G'
i would set them as force hold fire and try that to keep them in there
well,
i just realized that
vehicle AI will use roads even if you dont checkpoint it
i think
the AI inside the vehicle wanted to open fire so at a regular checkpoint they started hoppin out
is there any way i can give dismounted infantry a direction to go without moving the vehicle?
my dudes dismount on one side of a hill and even with gunfire they still have no idea where to go
seek n destroy?
Pressing ` to command troops only brings up 2 options "Status" and "Reply"
make sure you're playing as the squad leader
I am.
You need to also have troops selected
How do I create the objective for the player? I already have a waypoint.
hello I hope this is the correct place for this question. I'm making an op for me and a few friends (4 of us total) and this is my first time making a mission in the editor ever. I know next to nothing about coding and the little I have learned has been within the past few days. Its all but completed but I'm running into one issue. So one of the objectives i have for us is to blow up a radio tower. This is an important objective because it's the opsfors only way to call for a QRF to the town they are entering. So i have a trigger set up for if blufor is detected by opfor in the town then the alarm is triggered and reinforcements are called in. This trigger works fine and the QRF makes its way to the town. But I want to put a second condition on this trigger and that being whether the radio tower is still alive or not. Basically i want both conditions (blufor detected and radio tower alive) to be met for the trigger to activate. now ive been online for hours trying to find answers and i thought i had it with [this && ((!alive CommunicationTower))] being in the trigger expression condition box but it did not work even after the tower was blown up. The QRF was still called in. Anyways this is probably really simple im just not familiar with the way all this coding works yet so any help would be greatly appreciated. (also CommunicationTower is the variable name i gave the object representing the obj)
this && (!alive CommunicationTower) will activate the trigger if the detection condition is met AND the tower has been DESTROYED
so it makes sense if the trigger activates after the tower has been destroyed
try this && (alive CommunicationTower)
Hi all! as hornman said im brand new to coding and armadev in general, and I'm trying to set up a basic convoy mission for my friends to play while I GM as zeus. I know enough to set up sides, get respawn points in, etc. I have a military base set up for them to spawn in with a virtual arsenal, so I want them to be able to play around with the arsenal for a few minutes before the mission starts. My question is, that I can't seem to find the answer on is how can I set up a convoy to start moving when players enter a certain vehicle? I thought i found the answer but when i replace "players" in the code with Playableunits (I want to send them in with AI teammates) it doesn't seem to work?
the code in question:
_numPlayableUnitsInHunter2 = { _4 in Hunter2 } count PlayableUnits;
if((count playableUnits) == (_numPlayableUnitsInHunter2)) then
{
// All the players are in the heli1
};
I know the waypoint for the first vehicle needs to be activated by a trigger, and I want the trigger condition to basically be "if all playableunits in Hunter2, then true" and sync the trigger to the first waypoint
Thanks for the reply I’ll try and do that tomorrow first thing
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
what does _4 mean
//trigger condition
(playableUnits findIf {!(_x in Hunter2)}) == -1
Ah sorry about that! I'll use better formatting in the future. I copied that bit of code off a post I found on the internet and where _4 is, it was originally _x like in the bit you posted. It occurred to me about 5 minutes after I posted here that I shouldn't have replaced that and left it as x, so I changed it and it still did nothing.
That's way easier than I expected, I'll try that tomorrow and get back to you, thanks for your help!
yw
hello guys. I downloaded the ace mode to be able to do medical procedures, but I don't know how to remove the bone fracture situation in the medical menu, can anyone help?
You're supposed to apply the splint
no i know how to do that, what i mean is to remove bone shards from the menu.
I've seen this on some servers, but I have no idea how.
There's a separate mod that expands the ACE medical system. Actually, there's more than one
If I remember correctly you might mean the ACE Pharmacy
It had this more complex fractures system
There's also KAT Medical that I use for example
No, they only do this through ace mode.
with addons
but they didn't say how they did it.
I'm not sure if I understand your point but with all the mods I mentioned you access the medical menu the same way
It's simply some of this additional mods that expand the medical procedures, items and so on
My goal is only to remove the broken bones from the game in the medical menu in ace
To check the fracture itself you'd probably need to access the medical menu by presing H by default while looking at the patient and then clicking on a wounded limb with fracture
Oh. So if you wanna remove them from the game, have a look at addon settings
I just want to deal with the remaining injuries.
yes
so simply go through the settings and find the related one
It's really simple bro, thank you for your help.
No problem
https://i.imgur.com/5bXCSYa.jpg seem like the tiles are not an exact match :/ Thanks BI lol
hey so i tried this code in the conditions box and even when blufor was detected the alarm and skip waypoint for the QRF force was not triggered. If i may ask how would you go about trying to do what im doing. ive tried _trigger setTriggerActivation ["WEST", "EAST D", true] && (alive CommunicationTower); in the conditions box and setting the basic activation and activation type set as none but that came back as an error code. And thanks again for your help thus far its much appreciated!
if you put all that in the conditions it's nonsense
setTriggerActivation is to change the trigger via script
can you send me a screenshot of the trigger properties?
yeah i just sent you a screenshot in a message
Hey lads I'm trying to setup a mission and I was wondering how I would disable either a bunch of squads ai or one big squad from pathing till the players enter a trigger
Like they don't do anything
If a blufor walks by they wont do anything if they are redfor
You can disableAI or even simulation I believe yes.
Disabling simulation would make them unkillable though
there is also behavior of "Careless"
Also it's possible to turn them to civilians when they don't need to be aggressive
Hello guys, this is more of a Zeus related question. So basically i put simple object option (or script) on a truck lets say. And one i go into Zeus and go update editable objects of course it isnt available for editing, but is there any way to delete simple objects like that, maybe a module or a script? I was trying to find the answer but didnt succeed, even tho i assume there is not such option in arma
Being careful with what you add. And using ZEN.
I like to plop the add to Zeus module next to my players right after they spawn, select only units, only side, add all in radius.
I od use ZEN, but i didnt understand you about adding to Zeus module, im looking for it rn and cant really find it, is it maybe the update ditable objects option or?
if you are using ZEN and if you want to add object to zeus interface just right click add to zeus and range if that is what you are asking for.
I know for that option, i was just wondering is there any way i can delete a simple object once the mission has started
I give them the waypoint to go up or to move towards the vehicles but they don't do anything, what am I wrong?
And you placed the GET IN waypoint on the vehicle so that it snapped properly?
question, why do some objects still rotate as such when being placed, snap to ground and surface snapping is off? It should just spawn in the 0 X+Y coordinate right?
yet it gives me a weird angle whenever I am building on top of terrain that is angled...
I have a picture as an example but I can't post it here, I can DM it tho
any help would be very usefull, since it's driving me insane XD
deleteVehicle
tnx
have you tried selecting different tools at the top left
there should be rotate and translate tools that take out the guesswork
Is there a way to have a radio message pop up to say an asset has died without using the radio chat module? The radio chat module doesn't appear to work for what I'm trying to do.
And I can have this on a trigger?
yeah, you can have that in the trigger activation field
though a "Killed" eventhandler will be easier on the server if you're doing this for a bunch of assets
Nah just the team leader of 5 groups - as each group leader died I'm having a chat message pop up saying "Be advised, we have lost contact with insert TL name here and their team."
in case you're unfamiliar format is good for that
format ["Be advised, we have lost contact with %1 and their team.", name _teamLeaderVariable];
becomes
"Be advised, we have lost contact with Artisan and their team."
Hello again, is there any other way to make an object a simple object, since this script isnt good when used in multiplayer?
this call BIS_fnc_replaceWithSimpleObject;
if it's one object, it's "okay"
why not tick the "Simple Object" box in the Editor?
because some objects dont have it, for example, some fences. I mean its mostly present for small things like computers, chairs, desks, and ofc vehicles...
Its kinda more than one, since its my unit's main training center, so i need efficinent way to better up the fps (simple object if possible), but it says its not good in mp, as mentioned before...
BIS_fnc_createSimpleObject iirc, but then it implies scripting
i mean if thats the only way then good. Just one more thing, is it better to have a lot of objects with the script that i wrote a bit before (my first message) or just leave those object not to be simple objs? Thats just curiosity, im wondering which one is worse.
the "replaceWith(…)"? I don't know exactly as I do not remember well this function's content, but I would guess that it deletes/replaces the object and the settings, potentially saturating the network with info
replacing nothing in the script, just putting it in the Init of the object
and it works, which is awesome, im just concerned about it possibly making harm when played in multiplayer
I mean, I know the wiki, but I do not know the function's content and what (else) would be an issue
aha ok, nevermind, tnx for help, im on the way to get it right
I'll take a look at it tomorrow
trying to figure out how to make enemy units patrol instead of stand around
you can use waypoints, and CYCLE waypoint to loop them
Sorry for the late response, but yea I have tried and the thing that I mean is that. Whenver I place something it goes of the XYZ coordinates of the terrain. When you used to be able to hold left-shift+leftmouse+drag it would orrientate it to the 0 axes of XYZ. It no longer does that and I wonder why that is and if its an option somwhere?
i forget what it's called but i think there's another button up there for that
the globe?
No that just the widget for which coordinates space it wants to use, either the XYZ coordinated space of and object or that of the terrain. It doesn't reset it to the 0 XYZ coordinate....
@acoustic yew that findif code isn't working for me, for when the playable units enter a vehicle, not sure what im doing wrong
send?
//trigger activation
(playableUnits findIf {!(_x in Hunter2)}) == -1;
I have the trigger synced to the task as well, and the task state is assigned
im not sure if the code is wrong, or if I'm doing something wrong
first of all, you can diagnose triggers with systemChat
in the activation field write systemChat "Fired!"
if it says Fired! in the chat that means the trigger works
beyond that you can put playableUnits findIf {!(_x in Hunter2)} in one of the boxes underneath the debug console and it'll tell you in real time what findIf is spitting out
figured it out, the == should've been 4, not -1, thank you for your help!
that means you have 5 or more playable units. are you supposed to have 5?
a hunter seats 4 right?
what you have right now is checking if every unit up to the fifth unit listed in playableUnits is in the vehicle
Hi guys, just a simple question.. is there a way to write (or to sign) something on the map from the Editor visible to Zeus users only?
For example, I'd like to type or to sign something somewhere on the map just to remind me what's right there (so the players should not see it)
You can use markers System > Empty
these are not visible to players but visible on zeus map. (text only)
Quick follow up question - is this a script I have to call in the triggers "Upon Activation" box, or is it a module?
Nevermind I should put my glasses on more often - I figured it out lmao
Anyway to get back a scenario you saved over?
if you ever exported a pbo you can grab that
RIP
Autosave got me again
TIL you can record yourself flying and then have the AI follow the exact flight path
my ai vehicle stops in the middle of the road when it's supposed to be patrolling and says "1 - Supporting" on group comms. What gives?
What waypoints does it have lol
it has 3 move waypoints and a cycle, that's it
limited speed, combat mode "Open Fire", only things in init fields are setPilotLight and disableAI "LIGHTS"
here's a clip
And theyre all just move waypoints?
i have no clue why this is happening
it stops and then makes a left turn and parks next to friendlies
when the waypoint is a right turn
I deleted the friendlies (who are in a different group) and the brdm is now cooperating
but i dont want to delete those guys
i figured it out in case you were curious
a friendly unit nearby was ordered to rearm on the brdm but he had his path ai disabled
@acoustic yew regarding my allplayableunits command, i only have 4 playable units but it wasn't working with the -1 in the field, but it worked when i changed it to 4
so the brdm just parked forever
write copyToClipboard str PlayableUnits in the console and ctrl+v here if you dont mind
edited it's just playableUnits
[bis_o2_306,B Alpha 2-2:2,B Alpha 2-2:3,B Alpha 2-2:4,zCurator]
it's counting zeus
i forgot about zeus
whoops lmao
why did you write the code with -1 though? What does that do? sorry for asking so many questions, like I said im brand new at this, and trying to make a fun scenario to give my friends the feel of playing Arma so they continue playing it with me
so findIf isn't counting how many units meet the condition, it's returning the index of the first tested element that returns true
it's a 0-based index, which is how I knew there were at least 5 units
because by returning 4 findIf is telling you that the fifth unit listed by playableUnits is evaluating to true for the condition but the previous four were false
findIf returns -1 if all of them evaluate as false
so what I whipped up for you was for it to evaluate each element of playableUnits and to activate the trigger when none of them meet the condition of not being in the car
ooooohh i see
it returned four because zeus is fifth on the list of units it evaluated
it will work the way I have it, correct? Or should their be a disqualifier for zeus that i have to put in there?
and the array index starts at 0
it will work the way you have it so long as you don't add or remove playable units
not in the plan right now
you might want to right click in eden and comment why it's 4
in case you come back later
just using the comment feature? or add a //comment to the actual triggeR?
i dont think you can //comment in the trigger
In order to place comments inside trigger activation fields and similar, use a plain string followed by a semicolon as a way to comment; e.g "Some comment";.
hm, the wiki says you can //comment but it didnt work for me
where?
both in trigger condition and activation
i mean where does it say you can comment like that
under examples, it says perfect is to use //
yw
also I don't have enough experience to say how much it matters in your case, but if you have a multi-step condition in a trigger it's easier on the server if you put a delay on the trigger so it's not checking 10 times a second
that makes sense
probably negligible
i have a feeling these guys will be playing around with the virtual arsenal so i put the interval at 1 second i believe
just ran into another problem along the same lines
theres 3 vehicles in the convoy, the middle of which is the one the players will be in, i set a waypoint for the first vehicle and the 3rd is set to follow that vehicle in a column so they follow the roads, thats easy enough. For the MOVE waypoint for the first vehicle i added a trigger to activate it with the same string you gave me. the vehicle moves immediately after spawning and stops about 5 feet away, and even after we mount up it doesn't move
hi, how do I make it so that [BLUTeamLeader1, BLUSupportRequester, BLUMLRS] call BIS_fnc_addSupportLink;
links to 6 different units called BLUTeamLeader1, BLUTeamLeader2, BLUTeamLeader3, BLUTeamLeader4, BLUTeamLeader5, BLUTeamLeader6? I can only get it to work with one unit, like BLUTeamLeader1.
btw this is supposed to give the ability to call in a MLRS strike for 6 people when 3 AAF artillery pieces are destroyed.
{ [_x, BLUSupportRequester, BLUMLRS] call BIS_fnc_addSupportLink } forEach [BLUTeamLeader1, BLUTeamLeader2, BLUTeamLeader3, BLUTeamLeader4, BLUTeamLeader5, BLUTeamLeader6];
ahh thanks man
appreciate it
how are you activating the waypoint?
originally when i sent that message via a trigger, but i see theres a condition field for the waypoint itself so now using that
tried the disable AI "MOVE" command to no avail
that's not what that is for. If you want to delay a move waypoint put a "HOLD" waypoint before it and set the trigger type to "Skip Waypoint"
then connect it with "Set Waypoint Activation"
synced to the hold or the move waypoint?
to the hold
got it, thank you
Also is there a way to remove a support module from a player after they called in that support, regardless of the ammo amount left in the artillery piece? For example, A player calls in a 7 round arty barrage, and after the call is confirmed the arty support is removed from the support menu
I'm not familiar with that module, you can try
player getVariable "BIS_SUPP_used_Artillery";
I found that variable online, I'd guess you can find it in a BIS function
that number should change when the player uses artillery
ah ok thx
I am just beginning with air asserts and I want a plane to bomb a specific location as a start signal for a hatched force to clear a other building of NVA how can I do this. It's with the SOG dlc but that shouldn't matter
you could try
_pos = (getPosASL _plane)
sleep 1;
_bomb = "bomb classname" createVehicle _pos;
Instead of the _pos sleep part, you can use a pos under the plane, though i feel its safer to have it spawn just behind it.
If you dont care about the bomb drop itself, you can just set _pos to be where it should land. makes it more accurate aswell to where you want the explosion.
My ace isn’t working
@agile ingot I will try it at home before using any script it will go for a ongoing firefight
Is there a way to populate a town with civilians, or do i have to manually place them all
There's about a dozen distinct scripts that do that (with differences in functionality, performance, and mod dependencies). Have a look in the BI forums 🙂
I have used "Engima's Civilians" a few times with success.
Is there a way to directly give a player warlords cp?
I use this for Warlord Redux testing, no idea if it works in default warlords
player setVariable ["BIS_WL_funds", 50000];
civilian presence module
there is no music in Eden Editor - unless you mean Zeus perhaps?
ah i meant adding cp to a player
playMusic ""
for some reason i can't get high commander to work, any help?
i synced player to high commander, 2 ai groups to subordinate and synced subordinate to commander
Not sure where to put this exactly, but does anyone have an alternative to MCC? I want the mission making ability of MCC, just not literally anything else that is comes with. I know I could probably disable everything else but I was hoping there is a cleaner solution. Don’t want dynamic recon ops because I want to make the mission from scratch.
you've said what you don't want but not what you want
what tools are you missing
So MCC has an in game mission generator. No prior setup. MCC also comes with all this other shit that I don’t want, and also sometimes breaks respawns in the game. What I want is the in game mission generator. I know I can strip out the other features of mcc but I would like to explore alternatives to the mission generating function in other mods before I dive into that.
but you said you want to make the mission from scratch?
Yeah so I want to be able to put down my own FOB, set my own respawn parameters, and set other parameters such as how ace medical work. This is why I don’t want to do dynamic recon ops, because I far as I can tell that is a mission that comes with everything pre loaded
Have you looked into making zeus compositions? You can put code in the init fields and, for example, have the server call a function when you place down the composition
I have Zeus enabled on the server, and they can make the missions manually, but MCC was handy in that it just made it for you in a minute or two. Would like to save Zeus time if he/she so pleases.
If that’s what you mean
I mean you can make entire mission objectives, ai and all, in the editor and save it as a composition.
and you can write functions and call them through those compositions if you want to make something dynamic
it'll take some work upfront but if you want something tailored to your needs you might be better off making it yourself
That seems like an interesting project
So make the Zeus compositions and Zeus puts down a mission generator module and it calls those compositions at random?
I believe this is what's used on the backend for custom compositions
but yeah you got the idea
and as for changing ace medical settings you can just do that with CBA in the options menu
Is there a way to get the AI to stop moving their head when I'm posing them? I'm trying to do a group photo and want all of them looking at the camera but there's always at least one looking away & I'm pulling my hair out trying to do this
have you tried just disabling simulation?
Stop time you mean?
Thanks, I'll try that
What do I put in for the Object? I tried Unit and Person but neither worked
If you assigned a variable for the object in eden editor use that. Otherwise you can look at them and use cursorObject
cursorObject enableSimulation false;
This is what I put into the init part but it doesn't seem to be working when I load the senario
Sorry if I'm being dumb, I've never used this part of the editor before
If you double click an object, there also tends to be an "Enable Simulation" checkbox that you can remove the mark from. Simpler to work that, in my opinion.
I found the checkbox but this doesn't seem to stop the AI from moving their head around
I thought you were referring to the in-game debug console. For the init field you write this
this enableSimulation false; ?
I still can't get this to work
Question regarding Bis_fnc_taskPatrol, when used and felt running it creates 100s of waypoints. They don't erase and end up slowing down the serveur (mp pve permanent serveur). Any advice how clean up that command?
So, here's a thing I've been wondering since forever about waypoints and vehicle behaviour:
- For infantry, when given a normal move waypoint, unless they're set to Careless, they will always halt to engage any enemy they spot on the way, and only continue once the area is clear.
- But vehicles will always drive past any enemies, and while potentially shooting at them, will just zoom past to reach the next point, no matter the situation. Even when set to Combat. Search and Destroy only starts, once the vehicle reaches the WP.
What kind of waypoint type and/or other settings would I need, to have vehicles halt and engage an enemy they spot on the way?
The reason infantry stops to attack is not because they are there to clear them out, that is only done if the waypoint type is Search and Destroy. The reason they stop is because Infantry tries to take cover unlike vehicles. If they got move order, you ll notice that they are still trying to push toward their waypoint (if waypoint purpose consists of moving to that location). But as long as they are being threatened by enemy, they ll be delaying their push toward their waypoint.
The reason this does not happen on careless because careless prevents AI from going "COMBAT" mode which triggers the move from cover to cover behavior.
Search and Destroy waypoint's way of working is to move to exact location the waypoint is placed and then "search" for the enemy.
A reason why vehicles will just move as if they are ignoring enemy is because it is harder for vehicles to detect enemy than it is for infantry.
I believe if you want a more detailed approach for AI, you may require scripting solutions as waypoints are pretty straight forward behavior definitions. At least for commonly used ones.
https://community.bistudio.com/wiki/Eden_Editor:_Toolbar You have probably toggeld the translation grid. Simple untoggle it.
do AI collide with simple objects?
in what situation
Yeah, that confirms what I thought. What a slight nuisance. That said, I did discover the CBA_fnc_taskAttack function in CBA, and a super basic test seems to at least try to do what I'm looking for. Still a bit of a nuisance. Oh well.
general question, is there any way to improve AI pathfinding when in a custom built location in editor?
i constantly have a problem with AI moving thu objects and its quite frustrating
Sorry that was vague. Do ai recognize and pathfind around simple objects like H-barriers?
On ground yes they should. In buildings, no
Objects inside buildings do not have any impact on pathfinding for units as they only consider the pathways defined by the building, ignoring any other object that is present within said building. Unless you manually tell each unit where to move, there is no way to avoid this issue.
does anyone know how to create other factions in warlords?
Hello. I want to write on the signboard in the editor. How can I write?
You have to make an image and use that image as texture on that board (if it supports it)
Does anyone know of a way to make the compass turn (or shift the magnetic North) somehow?
I typed too soon: answer is setCompassOscillation . Pardon me everybody.
I can't find any maps that take place in the u.s.
no can do
that's #zeus_discussion I think - here is about Eden Editor :-)
(unless you made a Zeus mission yourself, ofc)
what is the best method to make AI groups attack most realistically? seek and destroy with "aware"?
What “attack most realistically” you mean?
I've been experiencing with MOVE, SEEK AND DESTROY, DESTROY and the lambs danger TASK ASSAULT, but yet the infantry attacking is very dodgy and "slow"
looking to get a true push from the ai attacking
in what kind of environment?
the southern shoreline of CUP Utes
So you are looking for a charge up a contested beach? D-Day Style?
looking to do an air assault on the beach, the issue I am facing is that the troops which land move very slowly and uninterested to their targets
try without AI mods perhaps
you will likely need to force them more directly to have correct stances, correct combat mode, and positions to run towards
Hi guys
Are there any cargo ship mods in the workshop
I want to prepare a mission and I need a cargo ship, I just need to be able to walk on it and tour its rooms.
does anyone know how to change the warlords shopping menu?
https://steamcommunity.com/sharedfiles/filedetails/?id=1685039592 "Large Civilian Ship"
https://steamcommunity.com/sharedfiles/filedetails/?id=1400449010 "Naval Boarding Actions - Breachable ships"
These are the better cargo ship mods. LCS is a little weird on the colour, but very customizable in its layout.
Thx
Which one has more rooms or do you have a bigger are you have idea?
The breachable Ships have rooms. LCS is simply a cargo ship with a bridge and a massive hold.
Thx i will try
does anyone know how to make ai do touch and go landings
In warlords redux the "shopping" menu gets its data from this file called requisition. Normal warlords likely has something similar.
https://github.com/korbelz/WarlordsReduxMe.altis/blob/main/requisitions.inc
Hey guys! Is there a way to make something like this? I'm looking to make a composition with sandbags and fuel canisters that players can drive around, but I can't work out how to make the objects work with the vehicle.
https://steamcommunity.com/sharedfiles/filedetails/?id=2649590474&searchtext=offroad
That is done with https://community.bistudio.com/wiki/attachTo.
Uh, do any of you guys have problems launching the Eden editor?
What kind of problem exactly?
When I launch the Eden editor (any map), it tries to load it but after just says not responding.
Try running the game without any mods, and if you already do, verify game integrity.
I can load into any other server and play but specifically the Eden editor causes problems. I've tries to verify game files, reinstall the game, load the game without and with mods. It just overall doesn't end well
What does your RPT logs say?
I should probably check that lol. Brb
So pretty much it states, "The application became unresponsive and was terminated by the OS." It will not launch and my system just kills it entirely
Try giving your application a higher priority in the task manager before you boot up Editor. It is also worth increasing your page file size and enable Multi/Hyper Threading in the launcher options and use a better memory allocator.
Thank you so much, I am going to try it out right now.
Any luck?
So, I tried with the memory allocator, enabled hyper-threading, and also enabled Large-page support. I tried them all separately and then all together and it did not work.
I recieved a different RPT log though and it was"0x00000001 – UNABLE_TO_INIT_DXGI" which means that the game wasn't able to initialize a graphical subsystem. I checked my drivers and they were updated and my computer is not struggling. It is kinda confusing
same for me, good luck I guess
head towards #arma3_troubleshooting, where people may help 🙂
Heya, having a slight issue.
I cant get the Arma 3 apex overlay to appear on screen via a trigger. I've set it to appear but it just, doesn't appear. Any tips?
I'd send a screenshot of my trigger's parameters but I literally cant attach anything
There is zero documentation of this trigger effect (UI overlay) ANYWHERE and it's really annoying me
So I have a trigger where, if the player passes it, it completes the task. At least, thats what is supposed to happen. Instead, nothing happens when the player passes by the trigger. I cant find anything on the internet about it, so Im going here.
Can someone please help?
well, we may need more info 🙂
So are you able to get a basic task to complete using the modules synched to a trigger, as described here: https://community.bistudio.com/wiki/Arma_3:_Task_Framework ?
(YouTube also has demo videos)
i cant send pictures
and idk how to explain differently
yes
i am
i have a task where the player needs to get into a car
to do that i have a trigger connected to the "set task state" trigger
and it works
perfectly
but for some reason, this does not work
Does the trigger execute in your new set up?
in the first task where the player needs to get into the car, the trigger works fine
in the second task
where you have to drive somewhere
the trigger doesnt set off the "set task state" module
when you pass the trigger
i dont know what you mean by "new set up"
english is not my first language sorry
I am also confused: you wrote "it works" and "this does not work".
i meant
Are we talking about 1 task and multiple state changes? Or different tasks?
the second task
does not work
the task that is the entire reason im here is the one that doesnt work
this task does work
this is the first task
when i say "it doesnt work" i mean the second task, sorry for not clearing it up
Ok. So you have a working task module arrangement. You could just copy+paste that for your new task and write new titles and names. For myself, it was always the trigger which needed fixing. Does the trigger work as planned?
There are many steps to making this work. I am trying to help you isolate the problem. So, please, can you tell me if your trigger is working as you want it. For example, add hint "hooray this works!"; in the trigger onActivation field. Does that part work?
hey guys how do i make ai call for artillery support
As far as I know the default AI doesn't do that. Also, the AI artillery units behave very unreliably. I would recommend you script artillery attacks specifically for your scenario with triggers. Either have the triggers activate a Zeus ordnance module, or call a fire mission from a placed artillery/mortar using commandArtilleryFire.
you can use a "server only" trigger and put this function in the "On Activation" field
Okay, I will try. Sorry for misunderstading, English is not my first language
Nope, did not work
Well, now you know what you can fix 🙂
Yes,
do you know how I can fix the trigger?
Can I DM you so I can send some pictures of the trigger and the whole task setup?
so maybe you can see whats wrong in the trigger or something?
I really think it's more efficient (for you! :D) to refer to the BIKI: https://community.bistudio.com/wiki/Eden_Editor:_Trigger and maybe follow an example video on YouTube. Faster than typing out long conversation in a foreign language.
Ive tried finding a video on youtube and on google, nothing. BUt sure, i will look at the wiki
@primal wave Ah, I think I know the problem
The "on activation" is empty, do you know the command that succeeds the task after you activate the trigger?
I cant find it on google
If you synchronize the modules correctly, then it does not need an onActivation. As you said earlier, you got it to work in a previous trigger. The most logical reason it does not work in your new case, is that the trigger is not activating.
I synced them,
I will ask (now 3x) what happened when you did this.
But just in case
Nothing happened
I passed the trigger
No hint
No text
nothing
nothing happened
OK :). So you need to go back to basics with trigger. Cool 🙂
Can I ask a rude question?
Are you ok with listening to spoken English?
OK. This (and the other top 10 results for search term "Arma 3 trigger task") literally covers the basics with triggers. I'm sorry, I'm not going to type out exactly every click you need to make. I'm serious; that's is not efficient for you. Please be patient and learn how to use triggers with the video or the BI wiki. Good luck 🙂
I know how to use triggers already with tasks, but okay.
I'll just watch the video
this is the video I watched to learn tasks
holy shit
it worked
thank you
i did the same exact thing he did in this video before,
but i just re did it
and it worked again for some reason
Hey man it's great to hear you got it to work 👯
Ni modo, así es la vida Arma 😅
I do not speak spanish
let me put that in google trsanslate
Oh dear I assumed wrong with your name.
Это жизнь иногда.
Or in Latin letters
Eto zhizne inogda
Spasibo =]
I'll double check the pronunciation with Google translate before using it 😅
Yes, I recommend that (no offense)
Every time I hear non Russian speakers (primarily americans) trying to say something in Russian, i cant understand what they are saying
But I get it
Russian is one of the hardest languages
Hey hey hey hey. I got question
How do you add players to zeus when the module refuses to work?
Do you have access to debug console?
As in 3den debug or in mission debug?
Cause this only happens when it's already on the server
If I test the mission in 3den editor it works just fine on MP
There are 3 ways - (A) Execute an SQF which allows you to become the curator, (B) Execute a one-liner in the init field promoting you to Zeus, or (C) Execute the same one liner but in the debug menu
For (A) - https://gist.github.com/dedmen/3fa5f648631dd14a4173edea7580045e
For (B) & (C) - sqf player assignCurator myCurator; myCurator addCuratorEditableObjects [[player],true]; myCurator addCuratorEditableObjects [allMissionObjects "all",true ];
Double click on your entity / add it to your mission init.sqf
yes
If you have ZEN (Zeus Enhanced) you can then remove objects you dont want showing up in the Zeus Menu
Nah, i only need players added because objects get added fine which is the funny part
All the "other" objects get added as expected. It's just players get ommitted
Wait
yeah no, that's the pic
That's exactly what I see
all that stuff I want added, but players get absolutely left out every time.
by default, players get attached to the list of curators
So I don't need to sync all the players to the add objects module?
nope
i'll test without syncing them in a minute
That miiiight be why the mission doesn't add the players but we'll see.
IF me unsyncing all the "players" from the module will fix it. I will give up on 3den and I'll stick with making compositions and let someone else handle the background stuff x.x
Nope, both ways didn't work
Eh, the workaround is to just add units through ZEN module and that's fine in zeus.
_curatorObject addCuratorEditableObjects [allPlayers, true];
Perhaps? 
throw it into init of object
I'll yeet it into the zeus himself see how it goes.
if (isServer) then {
this addCuratorEditableObjects [allPlayers, true];
};
^
but it will only do it initially
This one or
_curatorObject addCuratorEditableObjects [allPlayers, true];```
yessssss
I ll write it in a bit, if I forget ping me in like 40 mins or send me DM
Gotcha <3
I may be stupid, but how does the tracer module work? Ive tried place it down and syncing a trigger to it, and vice versa. I've never had it work before. There doesn't seem to be much about it, also does it make a sound as well as the tracer?
Go into the mission settings, click general, then check the checkbox that said "editable objects" and that'll add all objects to Zeus every 60 seconds
I only need select few objects added and the add object module works, but players still aren't getting added
xD
If I use that, it'll add more than what I want added
Yeah that's a work around until you figure it out
It's unusual that it doesn't add the players though
Idk why it doesn't really I don't.
I've done everything right and it's punishing me xD
Idk if it's the server, or mission settings
or the mission itself being bugged
But this is the second time this is happening to me
FUNNY STORY Before I messed with the mission settings, everything was fine BUT All I touched was Ace Medical.
Internal screeching intensifies

Hey so i want to make a moving enemy convoy that would try to capture a base. How can i make it? Im new to the editor and i have no idea how waypoints or triggers work, maybe there's some good video explaining them?
3den has a builtin tutorial
there's also the BI wiki
How to stop the AI from taking over the pilot seat
Make them only get in the passenger seat
Even if I launch a scenario with them sitting as passengers, one of them switch to pilot
sounds like mods
How can I adjust the height of AIs using helicopters? because I want to go down with the rope but they are too high for that.
You could use something like flyInHeight https://community.bistudio.com/wiki/flyInHeight in the rappeling waypoint to force the helicopter to that height, then set it up afterwards.
It will be at a minimum of 20 meter though, but for rappelling that should be enoughish...
thank you i will try this. I couldn't find it somehow, I changed the scenario and added a parachute, I guess I won't need parachute😅😅
That also works.
Hey, I'm sorta planning a Battlefield type conquest mission with a couple of mates and I had the thought of putting in command voice lines for when objectives are captured or lost, is there a video tutorial or something I can read up on on how to go about doing this?
Thank
hi how do i select a unit inside a heli with remote control acces because when i do it it only makes me the pilot
How do I make it so that after I rotate an object in the editor (for example flip it upsidedown), when I go to move it, it doesn't reset the rotation and goes back to defeault rotation?
Disable surface snap?
I think I found it, it was vertical mode
hi guys
I placed a ship, and the AIs I put on this ship are squeezing me from behind the walls I guess they don't see the ship, how can I fix this.
I'm trying to make a WW2 High-Altitude Bombing mission, except the Bombers keep diving to drop their bombs?
Anybody know how to make it so they drop them from High Altitude?
Also, how do I make it so they don't break off when they immediately see fighters?
As in, they try to engage the fighters instead of focusing on the intended target
set their combat mode to "careless" so they do what you tell them if it means walking straight to an enemy (they also wont engage anyone however)
How do I make them engage one target but make them ignore everything else?
If its a bomb, then you can add in a trigger/event that automatically drops it while still being in careless mode
So I'm wanting to learn how to make missions for my community and don't really know where to start. Do y'all know of any material I could use to learn
Of course Eden Editor's tutorial
Hi, does anyone know how to make those animated Briefings on the map screen used in the GM Campaign?
Thanks. Will look into it tomorrow. Hope im smart enough.
Does anyone have an idea on how to make getting into a vehicle change the side of the players until hostile/exiting vehicle?
Trying to allow my recon team to not be detected by enemies by having it make them civvies until they get out, or conduct hostile action
Close to like Antistasi
and take a look at https://community.bistudio.com/wiki/Arma_3:_Event_Handlers for activation/deactivation ideas
if you have specific questions about implementation head on over to #arma3_scripting and someone will help you
Thanks
what?
need an activator or how do I do it?
Your question is very confusing. What are you trying to achieve?
Hello, anyone around for a quick question about the editor? Wondering if there is a way to take a base from exile database and import into the eden editor?
Been doing it manually, but the rotation seems to be different
Name Pos X Pos Y Pos Direction x Direction y Direction Z Up x up y up z
'Land_Dome_Big_F' '2755.854004' '9782.84668' '44.449299' '0.236291' '0.971682' 0
'Exile_Con' '2754.171631' '9779.238281' '22.140381' '0.289729' '0.92145' '0.258819' '-0.0776327' '-0.246902' '0.965926'
The UP XYZ is a bit confusing too
'0.236291' '0.971682' I can't figure out these two, I think they have to do with rotation, but the editor seems to like 0-360 degrees, not weird decimals
maybe vectorDir and vectorUp
Is that in attributes?
Maybe ill just rebuild the whole thing from scratch, was hoping there was an easier way
Come to one thing, I am not very familiar with US national guard but it's possible for those boys to be deployed with mixed camos ? (for example UCP uniform w/ OEF-CP Armor and helmet ?)
Edit: Because I'm ignorant on the matter because I'm Euro/Asian boy
Personally I'm not sure.
Says here that:
"a. All members of the ARNG [Army National Guard] and USAR [United States Army Reserve] on any form of paid or unpaid inactive duty, active duty, annual training, or full-‐time National Guard duty, or AGR duty will wear the uniform and insignia prescribed for personnel in the AA [Active Army]."
Preferably I think it's better to have the units just not use mixed camos, because the active army most of the time uses whole different camos depending on the environment of battle and so on.
But if you're not really aiming for that much accuracy
then feel free to use mixed camos, as long as those camos look relatively similar to each other
The thing is I'm doing like a the walking dead scenario with national guards with whatever gear they managed to grab
do whatever you want in that case
So just use whatever gear you supposed they would have grabbed
it's not like they're not going to deploy if their camo doesnt match
look at photos from desert storm, completely normal for camo to mismatch if that's what they have
could change side relations
I could do that, but I was looking for something more automatic
setCaptive is the easiest way
wouldnt that put their weapons away?
and make them not move
that's not what setCaptive does
setCaptive just makes the ai perceive the unit as civilian
oh ok
No
damn
like google doc. No.
A save file that gets passed to the next person when one person is done with it. Yes
Gotcha, be cool if they had a way to work on the same scenario with multiple ppl
Ty for the info
I am incredibly new to all this stuff so idek if this is the right channel to ask, but I have a bit of a problem and I can't seem to fix it on my own...
Basically, there's a composition I have downloaded from the workshop that is in BLUFOR
I need to turn the entire thing into OPFOR, if all of the things were human I'd just do the normal thing of dragging all of them to an opfor unit and they would turn red, but it has drones and turrets and such too and I can't find a way to turn them from BLUFOR to OPFOR
no crosspost, here is fine 😉
np, no worries 🙂
ALIVE orbat is probably the best way.
I uh... Sorry I have no idea what that is >_<
So... How would I do it?
heres a good guide; but you need to change the factions side. which is kinda the same https://youtu.be/vC9eLS7fCWQ
Highly suggest joining ALiVE discord, and asking for some guidance there
I didn't find anything in that guide about making existing units a different team
.
my bad wrong command
you might have to use a script to create a opfor group and add the units to that group
i'll give an example
private _groups = [];
{
private _oldGroup = _x;
private _newGroup = createGroup OPFOR;
(units _oldGroup) join _newGroup;
deleteGroup _oldGroup;
} forEach _groups;
private _groups = [group1, group2, group3,...] or private _groups = (allGroups select { side _x == WEST }); you can do whatever so long as it's an array of the groups you want to change
If it is the same map you can, you just put what you want on the map, your buddy do the same another place on map he send it to you, you mark all from his map, copy it all (alt+c) open up your map and right click mouse and past to original location (i mean it is called that, not sure) and the you have it all on one map.
there is a Merge file mission option
just, "live editing" all together is not possible
is this in eden?
I think so, but needs confirmation
Halo, I have a quick question about intel, well, overall about it.
I'm making a mission where the BLUFOR would find an intel which would lead them to an HVT in the area.
Now, since I am basically dumb with these stuff, what I need to edit or not, I would like to ask someone's help in this. (would greatly appriciate if you shot me an DM with an in depth explanation.)
also if I did asked this in the wrong place, mb.
do you happen to be using ace?
yes
I forget if it's ace or cba, but if you search "document" in objects (i think there's a notepad as well) you can edit the properties to have text written in it. Ace gives you the ability to interact and pick up these documents, where you can then view them through self-interaction in the map screen.
I would recommend placing a couple of these in your spawn area and telling your players how to pick them up and read them so they know to look for it
if you want something less fancy there's a BIS function https://community.bistudio.com/wiki/BIS_fnc_initIntelObject
Well, if you know Rimmy (arma 3 youtuber I believe, but he makes all sorts of videos)
One of his community missions were the "Dollhouse". In that mission You had to hold space or whatever to pick up the intel, and it would appear in briefing.
Ill send in the pic in a second what I mean here.
this?
except hold action
Oh nevermind it is ace.
in that case it's likely a custom script with https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
I don't understand then 1 more thing, since it creates area intel in his video, how can I make that
area intel?
yea, just with live editing with other ppl was a thing XD
does anyone know how i can make airplane Marshall animation ?
Please refrain from crosspost @modern brook as per the #rules - so what exactly is your question? Do you mean how do you use vanilla marshall animations on AIs?
Sorry for crosspost and yes i ask the vanilla Marshall animation.
switchMove playMoveNow and such other commands for you
I guess I didn't express myself well, that's exactly what I'm talking about
Can you check your dm ?
Once again, what exactly is your question?
Like in this photo, I want to make an air traffic control animation for AIs.
switchMoveplayMoveNowand such other commands for you
What's unclear? You don't know how to combine them?
Unfortunately, I do not know
switchMove overwrites one's animation, playMoveNow plays animation with proper interpolation. So you need to use switchMove to make the AI in its initial animation state (whatever the animation is), and use playMoveNow at the desired time you'll get the desired thing
I think I got it, thank you, I'll try it soon.
Is there anyway to put a unit on top of a vehicle without them entering it?
what?
hey anyone know any good mods for a doll house mission that i want to make
Anyone has a good idea for me I’m making halo mlisim
Read Halopedia, go to workshop, fish for maps, see what kind of inspiration the combintion thereof catches your fancy.
I build from scratch
"inspiration" 🙂
Start from what is halo milsim to you
And why do you want to make it. You should have an idea already if you want to make it
how do you make bar gate triggers work on dedicated servers
…properly?
without the setup, we can't say what's wrong 🙂
well this is the module, and then it is synced to a bar gate
it's a trigger* 😉
try making it server only then
Trigger is not a module
Also, suggest not to crosspost. You've already done the same question in #arma3_scripting
As do I, but inspiration has to come from somewhere.
this channel is about #arma3_editor , aka Eden Editor
im looking for a prop to use IN the editor
#arma3_questions for mod search (for Zeus?) 🙂
otherwise we can help (perhaps with #arma3_scripting) to create it
aight
I know I already have that I own all halo games since it come out and I just wanna know from everyone idea bout mission from other people more then just myself
The really good stuff is the stuff you make yourself...
Could I slap together some of my old more generic concepts and hand you a Halo event within the next hour? Yeah, absolutely. If you want the actual good stuff, you need to make it yourself, however.
yea ik
does anyone know how to use preset or premade basecamps in the eden editor
i had used them the other day but i cant find them anymore
check under the groups tab
i did and that gives me a few, but the other day i pressed on groups and then props and i was given about 200 diffrent options for preset basecamps, and now i only see a few
some mods add them in
is there a way to get the voice lines from the campaigns? i would like to use some in a small project i'm working.
https://community.bistudio.com/wiki/Arma_3:_Sound_Files have you checked here
thanks
What’s an easy way to place down a bunch of trees, I’m making a custom map and need to create forest
is there a way to make a respawn point inside a static vehicle
the set up would be like a ambulance vehicle
so instead of spawning rigth the outside
you respawn inside if it as a passenger
onPlayerRespawn.sqf?
I believe that synching the respawn module to the vehicle automatically does that. I could be wrong 🤔. Regardless you can script it as Serza says
hey all - (multiplayer question from an editor newb) is there a way to constrain specific infantry role to specific respawn points? e.g. fighter pilot to spawn at the airfield etc?
Well, with some amusement, I can say the first part of your question was answered in detail a few hours ago with my own question-
How to distinguish respawn points: #arma3_scripting message
The other part- Loadouts- I have never used in a mission. Here's the BIKI link: https://community.bistudio.com/wiki/Arma_3:_Respawn#Loadouts_and_Roles
Question about sectors;
I’m making a mission with a one way line of sectors, RO2 style (A -> B -> C). Currently I have a trigger with condition in B: (sectorA getVariable “owner” == west) and in C: (sectorB getVariable “owner” == west) to make sure B appears when A is taken, C appeared when B is taken. But I also noted an ‘Expression’ field in the sector module, can I use this to make it more efficient? Because now it has to check every x interval what the owner is
(sectorA getVariable “owner” == west)
this is wrong.“and”are illegal characters
can I use this to make it more efficient?
yes. disable the other sectors usingenableSimulation. only activate the next one when the current sector's taken (using the Expression field as you said)
Ah yes that was a typo, I have " " in game
using owner as a variable?
I tried this;
Init in sectorB module: this enableSimulation false;
Expression in sectorA module: sectorB enableSimulation true;
It disables B on start but capturing A does not activate B
don't disables the module. disables its trigger
how do you do a "3 times per person" respawn system?
({_x in boat1} count (units grp1) isEqualTo count (units grp1))
``` is this a correct way to check if all units are in the boat?
it's slow...
use
units grp1 findIf {!(_x in boat1)} < 0
what's supposed to happen when all 3 times are over?
spectator
or a system where you had your onw individuals respawns
eg:
at base all players start with 3 respawn points
if you activate a trigger, it adds one up
and if you lose all 3, you go to expectator untyl you get one more respawn point
also if possible to apply to vehicles
in onPlayerRespawn.sqf you can add
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
//....
};
my_playerRespawns = _respawnsRemaining;
not sure how to do the spectator part. you can initialize the spectator mode in the //... part ofc, but I think the player can just exit it themselves 🤔
e.g.:
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
["Initialize", [vehicle player]] call BIS_fnc_EGSpectator;
};
my_playerRespawns = _respawnsRemaining;
is not to exit, that's i opt to do it with spectator
because the tides of the game may change
and that¡s why i rather have espectator
or tbh
exitWith doesn't mean exit
what it means
i have literally NO idea on how scripting works
try it first
I'm not sure
ok
so how do i boot it u
don't remember much about scripting
as a init.sqf or how?
in onPlayerRespawn.sqf you can add
does this have to use a innit to boot it or how
also
any recomendations for programs to scripting
?
no. it executes itself
Notepad++ or VSCode
with SQF plugins
ok, got this part ready
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
//....
};
my_playerRespawns = _respawnsRemaining;
^wait how you used to change the text so it could be seen properly
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
_respawnsRemaining = missionNamespace getVariable ["my_playerRespawns", 3];
_respawnsRemaining = _respawnsRemaining - 1;
if (_respawnsRemaining < 0) exitWith {
//....
};
my_playerRespawns = _respawnsRemaining;
ok
@keen jolt with only that like of code
what should i see
nothing
